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script-json_data.js 138 kB

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  1. const dataSourceList = [ //几个不同的游戏服务区
  2. {
  3. code:"ja",
  4. source:"パズル&ドラゴンズ"
  5. },
  6. {
  7. code:"en",
  8. source:"Puzzle & Dragons"
  9. },
  10. {
  11. code:"ko",
  12. source:"퍼즐앤드래곤"
  13. },
  14. ];
  15. let localTranslating = {
  16. webpage_title: `P&D ${teamsCount}P Formation Maker`,
  17. addition_display: "💬",
  18. title_blank: "Input Formation Title",
  19. detail_blank: "Input Detail",
  20. sort_name:{
  21. sort_none: "Nope",
  22. sort_id: "Cards Id",
  23. sort_attrs : "Attribute",
  24. sort_evoRootId: "Cards Evolution Root",
  25. sort_evoRoot_Attrs : "Cards Evolution Root's Attribute",
  26. sort_rarity: "Rarity",
  27. sort_cost: "Cost",
  28. sort_skillLv1: "Maximum Skill Turn",
  29. sort_skillLvMax: "Minimum Skill Turn",
  30. sort_hpMax120: "Max HP",
  31. sort_atkMax120: "Max ATK",
  32. sort_rcvMax120: "Max RCV",
  33. sort_hpMax120_awoken: "Max HP (+Awoken)",
  34. sort_atkMax120_awoken: "Max ATK (+Awoken)",
  35. sort_rcvMax120_awoken: "Max RCV (+Awoken)",
  36. sort_abilityIndex_awoken: "Maximum Weighted Ability Index (+Awakening)",
  37. },
  38. force_reload_data: `Force refresh data`,
  39. skill_parse: {
  40. skill: {
  41. unknown: tp`Unkonwn skill type: ${'type'}`,
  42. active_turns: tp`${'actionSkill'}, for ${'turns'} turns`,
  43. random_skills: tp`Random Activates these skills:${'skills'}`,
  44. evolved_skills: tp`Skills evolve to the next stage when used:${'skills'}`,
  45. evolved_skills_loop: tp`${`icon`}Returns to the first stage after use`,
  46. damage_enemy: tp`Inflicts ${'times'}${'damage'} ${'attr'} attack on ${'target'}${'totalDamage'}`,
  47. damage_enemy_times: tp`${'times'} `,
  48. damage_enemy_count: tp` (${'damage'} in total)`,
  49. //Inflicts a 50x attack to 1 enemy and recover 100% of the damage. Reduces unmatchable orb status by 9999 turns. 9999 turn awoken bind recovery.
  50. vampire: tp`${'damage_enemy'} and ${'icon'}recover ${'heal'} of the damage`,
  51. delay: tp`${'icon'}Delays enemies' next move`,
  52. mass_attack: tp`${'icon'}Mass attacks`,
  53. leader_change: tp`${'icon'}Switches ${'target'} with Leader Monster, use again to switch back`,
  54. no_skyfall: tp`${'icon'}No Skyfall Combos`,
  55. self_harm: tp`${'icon'}Reduces ${'stats'} by ${'value'}`,
  56. heal: tp`${'icon'}Recover ${'value'} ${'stats'}`,
  57. unbind: tp`Recovery ${'stats'} by ${'turns'} turns`,
  58. unbind_normal: tp`${'icon'}Bind`,
  59. unbind_awakenings: tp`${'icon'}Awoken bind`,
  60. unbind_matches: tp`${'icon'}Unmatchable orb`,
  61. bind_skill: tp`${'icon'}Unable to use skills`,
  62. defense_break: tp`${'icon'}Reduce enemy defense by ${'value'}`,
  63. poison: tp`${'icon'}Poisons ${'target'}, reduce ${'stats'} with ${'belong_to'} ${'value'} per turns`,
  64. time_extend: tp`${'icon'}Orb move time ${'value'}`,
  65. follow_attack: tp`${'icon'}Bonus attack equal to ${'belong_to'} ${'value'} when matching Orbs (Consider the ${'target'}'s defense)`,
  66. follow_attack_fixed: tp`inflicts ${'damage'} ${'attr'} damage`,
  67. auto_heal_buff: tp`${'icon'}Heal ${'value'} ${'stats'} every turn`,
  68. auto_heal: tp`${'icon'}Heal ${'stats'} by ${'belong_to'} ${'value'} after matching orbs`,
  69. ctw: tp`${'icon'}Move orbs freely for ${'value'}`,
  70. gravity: tp`${'icon'}Reduce ${'target'} ${'value'}`,
  71. resolve: tp`${'icon'}Survive a single hit when ${'stats'}≧${'min'}`,
  72. board_change: tp`Change all orbs to ${'orbs'}`,
  73. skill_boost: tp`Team's skills charge ${'icon'}${'turns_min'}${'turns_max'}`,
  74. skill_boost_range: tp`~${'turns'}`,
  75. add_combo: tp`Adds ${'value'} combos${'icon'}`,
  76. fixed_time: tp`[${'icon'}Fixed orb move time: ${'value'}]`,
  77. min_match_length: tp`[Only able to erase ≥${'matchable'} orbs]`, //matchable, unmatchable
  78. drop_refresh: tp`Replaces all orbs`,
  79. drum: tp`Plus a drumming sound is made when Orbs are moved`,
  80. auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
  81. board7x6: tp`[${'icon'}7x6 board]`,
  82. counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
  83. change_orbs: tp`Changes ${'from'} to ${'to'} orbs`,
  84. generate_orbs: tp`Creates ${'value'} ${'orbs'} orbs each at random ${'exclude'}`,
  85. fixed_orbs: tp`Changes the ${'position'} to ${'orbs'} orbs`,
  86. orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
  87. orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
  88. orb_drop_increase_chance: tp`by ${'value'}`,
  89. attr_absorb: tp`${'icon'}Attribute absorption`,
  90. combo_absorb: tp`${'icon'}Combo absorption`,
  91. damage_absorb: tp`${'icon'}Damage absorption`,
  92. damage_void: tp`${'icon'}Damage void`,
  93. void_enemy_buff: tp`Voids enemies' ${'buff'}`,
  94. change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
  95. set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
  96. set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
  97. set_orb_state_unlocked: tp`${'icon'}Unlocks ${'orbs'}`,
  98. set_orb_state_bound: tp`${'orbs'} are unmatchable`,
  99. rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
  100. rate_multiply_drop: tp`${'icon'}Drop rate`,
  101. rate_multiply_coin: tp`${'icon'}Coins`,
  102. rate_multiply_exp: tp`${'icon'}Rank EXP`,
  103. reduce_damage: tp`${'condition'}${'chance'}${'icon'}Reduces ${'attrs'} damage taken by ${'value'}`,
  104. power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
  105. power_up_targets: tp`[${'attrs_types'}]'s `, //attrs, types, attrs_types
  106. henshin: tp`Transforms into ${'card'}`,
  107. random_henshin: tp`Random transforms into ${'cards'}`,
  108. void_poison: tp`Voids ${'poison'} damage`,
  109. skill_proviso: tp`The follow-up effect can only be activates ${'condition'}`,
  110. obstruct_opponent: tp`Apply obstruct skill effect to ${'target'}: ${'skills'}`,
  111. obstruct_opponent_after_me: tp`The opponent ranked lower than me`,
  112. obstruct_opponent_before_me: tp`The opponent ranked higher than me`,
  113. obstruct_opponent_designated_position: tp`No.${'positions'} ranked opponents`,
  114. },
  115. power: {
  116. unknown: tp`[ Unkonwn power up: ${'type'} ]`,
  117. scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
  118. scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
  119. scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
  120. scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
  121. scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
  122. scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
  123. scale_match_length: tp`When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
  124. scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
  125. scale_remain_orbs: tp`When ≤ ${'max'} orbs remain on the board ${'stats'}${'bonus'}`,
  126. scale_remain_orbs_bonus: tp`, ${'bonus'} for each fewer orb, up to ${'stats_max'} for ${'min'} orbs`,
  127. scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
  128. scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
  129. scale_state_kind_count: tp`${'stats'} for each [${'awakenings'}${'attrs'}${'types'}] in team`,
  130. },
  131. cond: {
  132. unknown: tp`[ Unknown condition ]`,
  133. hp_equal: tp`When ${'hp'} == ${'min'} `,
  134. hp_less_or_equal: tp`When ${'hp'} ≤ ${'max'} `,
  135. hp_greater_or_equal: tp`When ${'hp'} ≥ ${'min'} `,
  136. hp_belong_to_range: tp`When ${'hp'} ∈ [${'min'},${'max'}] `,
  137. use_skill: tp`When skills used `,
  138. multi_player: tp`When in Multiplayer Mode `,
  139. remain_orbs: tp`When ≤ ${'value'} Orbs on the board `,
  140. exact_combo: tp`When exactly ${'value'} combos `,
  141. exact_match_length: tp`When matching exactly of ${'value'}${'orbs'} `,
  142. exact_match_enhanced: tp` orbs including enhanced`,
  143. exact_match_length_multiple: tp`When matching each exactly of ${'value'}${'orbs'} `,
  144. compo_type_card: tp`When ${'ids'} are all on team, `,
  145. compo_type_series: tp`When all subs from ${'ids'} collab (Needs at least 1 sub), `,
  146. compo_type_evolution: tp`When all monsters in team are ${'ids'}, `,
  147. compo_type_rarity: tp`When the total ★ rarity of the team is ≤${'rarity'}, `,
  148. stage_less_or_equal: tp`When ${'stage'} ≤ ${'max'}, `,
  149. stage_greater_or_equal: tp`When ${'stage'} ≥ ${'min'}, `,
  150. L_shape: tp`When matching an L shape of 5 ${'orbs'} `,
  151. heal: tp`When healing at least ${'heal'} ${'stats'} with ${'orbs'} `,
  152. },
  153. position: {
  154. top: tp`${'pos'} of top rows`,
  155. bottom: tp`${'pos'} of bottom rows`,
  156. left: tp`${'pos'} of left columns`,
  157. right: tp`${'pos'} of right columns`,
  158. shape: tp`specified location`,
  159. },
  160. value: {
  161. unknown: tp`[ Unknown value: ${'type'}]`, //type
  162. const: tp`${'value'} ${'unit'}`,
  163. const_to: tp`to ${'value'}`,
  164. mul_percent: tp`${'value'}%`,
  165. mul_times: tp`×${'value'}`,
  166. mul_of_percent: tp`${'stats'}'s ${'value'}%`,
  167. mul_of_times: tp`${'stats'} ×${'value'}`,
  168. hp_scale: tp`when ${'hp'} == 100% is ${'min'} and ${'hp'} == 1 is ${'max'}`,
  169. random_atk: tp`${'atk'} ×${'min'}${'max'}`,
  170. prob: tp`${'value'} chance for `,
  171. x_awakenings: tp`count of ${'awakenings'} ×${'value'}`,
  172. },
  173. target: {
  174. unknown: tp`Unkown Target`,
  175. self: tp`card's`,
  176. team: tp`team`,
  177. team_last: tp`the lastest member`,
  178. team_leader: tp`leader`,
  179. sub_members: tp`sub-members`,
  180. leader_self: tp`left leader`,
  181. leader_helper: tp`right leader`,
  182. enemy: tp`Enemy`,
  183. enemy_all: tp`all enemys`,
  184. enemy_one: tp`1 enemy`,
  185. enemy_attr: tp`${'attr'} enemy`,
  186. },
  187. stats: {
  188. unknown: tp`[ Unknown: ${'type'}]`, //type
  189. maxhp: tp`Max HP`,
  190. hp: tp`HP`,
  191. chp: tp`current HP`,
  192. atk: tp`ATK`,
  193. rcv: tp`RCV`,
  194. teamhp: tp`Team HP`,
  195. teamatk: tp`Team ${'attrs'} ATK`,
  196. teamrcv: tp`Team RCV`,
  197. cstage: tp`current Stage of Dungeon`,
  198. },
  199. unit: {
  200. orbs: tp``,
  201. times: tp` times`,
  202. seconds: tp` seconds`,
  203. point: tp` point`,
  204. turns: tp` turns`,
  205. },
  206. word: {
  207. comma: tp`, `,
  208. slight_pause: tp`, `,
  209. range_hyphen: tp`~`,
  210. in_once: tp`in once `,
  211. evo_type_pixel: tp`Pixel Evo`,
  212. evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
  213. evo_type_unknow: tp`Unknown Evo: ${'type'}`,
  214. affix_attr: tp`${'cotent'} attr.`,
  215. affix_orb: tp`${'cotent'} orbs`,
  216. affix_type: tp`${'cotent'} types`,
  217. affix_awakening: tp`${'cotent'} awoken`,
  218. affix_exclude: tp`, exclude ${'cotent'}`,
  219. },
  220. attrs: {
  221. [0]: tp`${'icon'}Fire`,
  222. [1]: tp`${'icon'}Water`,
  223. [2]: tp`${'icon'}Wood`,
  224. [3]: tp`${'icon'}Light`,
  225. [4]: tp`${'icon'}Dark`,
  226. [5]: tp`${'icon'}Recover`,
  227. [6]: tp`${'icon'}Null`,
  228. all: tp`All`,
  229. self: tp`${'icon'}Self's Attr`,
  230. fixed: tp`${'icon'}Fixed`,
  231. },
  232. orbs: {
  233. [0]: tp`${'icon'}Fire`,
  234. [1]: tp`${'icon'}Water`,
  235. [2]: tp`${'icon'}Wood`,
  236. [3]: tp`${'icon'}Light`,
  237. [4]: tp`${'icon'}Dark`,
  238. [5]: tp`${'icon'}Heal`,
  239. [6]: tp`${'icon'}Jammer`,
  240. [7]: tp`${'icon'}Poison`,
  241. [8]: tp`${'icon'}Lethal Poison`,
  242. [9]: tp`${'icon'}Bomb`,
  243. enhanced: tp`${'icon'}Enhanced`,
  244. locked: tp`${'icon'}Locked`,
  245. nail: tp`${'icon'}Nail`,
  246. variation: tp`${'icon'}Roulette (transforms every ${'time'})`,
  247. _5color: tp`${'icon'}5 Att.`,
  248. _6color: tp`${'_5color'}+${'orb_rcv'}`,
  249. all: tp`All`,
  250. any: tp`Any ${'cotent'}`,
  251. },
  252. types: {
  253. [0]: tp`${'icon'}Evo Material`,
  254. [1]: tp`${'icon'}Balanced`,
  255. [2]: tp`${'icon'}Physical`,
  256. [3]: tp`${'icon'}Healer`,
  257. [4]: tp`${'icon'}Dragon`,
  258. [5]: tp`${'icon'}God`,
  259. [6]: tp`${'icon'}Attacker`,
  260. [7]: tp`${'icon'}Devil`,
  261. [8]: tp`${'icon'}Machine`,
  262. [9]: tp`${'icon'}Special Protection`,
  263. [12]: tp`${'icon'}Awaken`,
  264. [14]: tp`${'icon'}Enhance Material`,
  265. [15]: tp`${'icon'}Redeemable`,
  266. },
  267. awokens: {
  268. [0]: tp`${'icon'}Unknown awoken`,
  269. [1]: tp`${'icon'}Enhanced HP`,
  270. [2]: tp`${'icon'}Enhanced Attack`,
  271. [3]: tp`${'icon'}Enhanced Heal`,
  272. [4]: tp`${'icon'}Reduce Fire Damage`,
  273. [5]: tp`${'icon'}Reduce Water Damage`,
  274. [6]: tp`${'icon'}Reduce Wood Damage`,
  275. [7]: tp`${'icon'}Reduce Light Damage`,
  276. [8]: tp`${'icon'}Reduce Dark Damage`,
  277. [9]: tp`${'icon'}Auto-Heal`,
  278. [10]: tp`${'icon'}Resistance-Bind`,
  279. [11]: tp`${'icon'}Resistance-Blind`,
  280. [12]: tp`${'icon'}Resistance-Jammers`,
  281. [13]: tp`${'icon'}Resistance-Poison`,
  282. [14]: tp`${'icon'}Enhanced Fire Orbs`,
  283. [15]: tp`${'icon'}Enhanced Water Orbs`,
  284. [16]: tp`${'icon'}Enhanced Wood Orbs`,
  285. [17]: tp`${'icon'}Enhanced Water Orbs`,
  286. [18]: tp`${'icon'}Enhanced Dark Orbs`,
  287. [19]: tp`${'icon'}Extend Time`,
  288. [20]: tp`${'icon'}Recover Bind`,
  289. [21]: tp`${'icon'}Skill Boost`,
  290. [22]: tp`${'icon'}Enhanced Fire Rows`,
  291. [23]: tp`${'icon'}Enhanced Water Rows`,
  292. [24]: tp`${'icon'}Enhanced Wood Rows`,
  293. [25]: tp`${'icon'}Enhanced Water Rows`,
  294. [26]: tp`${'icon'}Enhanced Dark Rows`,
  295. [27]: tp`${'icon'}Two-Pronged Attack`,
  296. [28]: tp`${'icon'}Resistance-Skill Bind`,
  297. [29]: tp`${'icon'}Enhanced Heal Orbs`,
  298. [30]: tp`${'icon'}Multi Boost`,
  299. [31]: tp`${'icon'}Dragon Killer`,
  300. [32]: tp`${'icon'}God Killer`,
  301. [33]: tp`${'icon'}Devil Killer`,
  302. [34]: tp`${'icon'}Machine Killer`,
  303. [35]: tp`${'icon'}Balanced Killer`,
  304. [36]: tp`${'icon'}Attacker Killer`,
  305. [37]: tp`${'icon'}Physical Killer`,
  306. [38]: tp`${'icon'}Healer Killer`,
  307. [39]: tp`${'icon'}Evo Killer`,
  308. [40]: tp`${'icon'}Awaken Killer`,
  309. [41]: tp`${'icon'}Enhance Killer`,
  310. [42]: tp`${'icon'}Redeemable Killer`,
  311. [43]: tp`${'icon'}Enhanced Combos`,
  312. [44]: tp`${'icon'}Guard Break`,
  313. [45]: tp`${'icon'}Bonus Attack`,
  314. [46]: tp`${'icon'}Enhanced Team HP `,
  315. [47]: tp`${'icon'}Enhanced Team RCV`,
  316. [48]: tp`${'icon'}Damage Void Piercer`,
  317. [49]: tp`${'icon'}Awoken Assist`,
  318. [50]: tp`${'icon'}Super Bonus Attack`,
  319. [51]: tp`${'icon'}Skill Charge`,
  320. [52]: tp`${'icon'}Resistance-Bind+`,
  321. [53]: tp`${'icon'}Extend Time+`,
  322. [54]: tp`${'icon'}Resistance-Clouds`,
  323. [55]: tp`${'icon'}Resistance-Immobility`,
  324. [56]: tp`${'icon'}Skill Boost+`,
  325. [57]: tp`${'icon'}50% or more HP Enhanced`,
  326. [58]: tp`${'icon'}50% or less HP Enhanced`,
  327. [59]: tp`${'icon'}L Damage Reduction`,
  328. [60]: tp`${'icon'}L Increased Attack`,
  329. [61]: tp`${'icon'}Super Enhanced Combos`,
  330. [62]: tp`${'icon'}Combo Orbs`,
  331. [63]: tp`${'icon'}Skill Voice`,
  332. [64]: tp`${'icon'}Dungeon Bonus`,
  333. [65]: tp`${'icon'}Reduced HP`,
  334. [66]: tp`${'icon'}Reduced Attack`,
  335. [67]: tp`${'icon'}Reduced RCV`,
  336. [68]: tp`${'icon'}Resistance-Blind+`,
  337. [69]: tp`${'icon'}Resistance-Jammers+`,
  338. [70]: tp`${'icon'}Resistance-Poison+`,
  339. [71]: tp`${'icon'}Blessing of Jammers`,
  340. [72]: tp`${'icon'}Blessing of Poison Orbs`,
  341. [73]: tp`${'icon'}Enhanced Fire Combos`,
  342. [74]: tp`${'icon'}Enhanced Water Combos`,
  343. [75]: tp`${'icon'}Enhanced Wood Combos`,
  344. [76]: tp`${'icon'}Enhanced Light Combos`,
  345. [77]: tp`${'icon'}Enhanced Dark Combos`,
  346. [78]: tp`${'icon'}Cross Attack`,
  347. [79]: tp`${'icon'}3 Att. Enhanced Attack`,
  348. [80]: tp`${'icon'}4 Att. Enhanced Attack`,
  349. [81]: tp`${'icon'}5 Att. Enhanced Attack`,
  350. [82]: tp`${'icon'}Super Enhanced Matching`,
  351. }
  352. },
  353. };
  354. //类型和觉醒杀和潜觉杀的对应编号,还有类型可以打什么类型的潜觉杀
  355. const typekiller_for_type = [
  356. {type:0,awoken:39,latent:16,typeKiller:[]}, //0进化
  357. {type:12,awoken:40,latent:17,typeKiller:[]}, //12觉醒
  358. {type:14,awoken:41,latent:18,typeKiller:[]}, //14强化
  359. {type:15,awoken:42,latent:19,typeKiller:[]}, //15卖钱
  360. {type:5,awoken:32,latent:20,typeKiller:[7]}, //5神
  361. {type:4,awoken:31,latent:21,typeKiller:[8,3]}, //4龙
  362. {type:7,awoken:33,latent:22,typeKiller:[5]}, //7恶魔
  363. {type:8,awoken:34,latent:23,typeKiller:[5,1]}, //8机械
  364. {type:1,awoken:35,latent:24,typeKiller:[5,4,7,8,1,6,2,3]}, //1平衡
  365. {type:6,awoken:36,latent:25,typeKiller:[7,2]}, //6攻击
  366. {type:2,awoken:37,latent:26,typeKiller:[8,3]}, //2体力
  367. {type:3,awoken:38,latent:27,typeKiller:[4,6]}, //3回复
  368. {type:9,awoken:null,latent:null,typeKiller:[]}, //特殊保护
  369. ];
  370. //类型允许的潜觉杀
  371. const type_allowable_latent = [];
  372. typekiller_for_type.forEach(t=>
  373. {
  374. t.allowableLatent = t.typeKiller.concat([0,12,14,15]) //补充4种特殊杀
  375. .map(tn=>
  376. typekiller_for_type.find(_t=>_t.type == tn).latent
  377. );
  378. type_allowable_latent[t.type] = t.allowableLatent;
  379. }
  380. );
  381. //一般共同能打的潜觉
  382. const common_allowable_latent = [
  383. 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,
  384. 28,29,30,31,32,33,34,35,36,37,38,
  385. 39,40,41, //需要拥有觉醒的才能打,但是有武器
  386. ];
  387. //120级才能打的潜觉
  388. const v120_allowable_latent = [
  389. 42,43,44,45
  390. ];
  391. //等效觉醒列表
  392. const equivalent_awoken = [
  393. {small:10,big:52,times:2}, //防封
  394. {small:11,big:68,times:5}, //防暗
  395. {small:12,big:69,times:5}, //防废
  396. {small:13,big:70,times:5}, //防毒
  397. {small:19,big:53,times:2}, //手指
  398. {small:21,big:56,times:2}, //SB
  399. ];
  400. //官方的觉醒排列顺序
  401. const official_awoken_sorting = [
  402. 21, 19, 43, 45, 10, 11, 12, 13, 49,
  403. 56, 53, 61, 50, 52, 68, 69, 70, 28,
  404. 27, 48, 62, 57, 58, 60, 59, 54, 55,
  405. 14, 15, 16, 17, 18, 29, 20, 44, 51,
  406. 22, 23, 24, 25, 26, 32, 31, 33, 34,
  407. 4, 5, 6, 7, 8, 35, 36, 37, 38,
  408. 1, 2, 3, 46, 47, 39, 40, 41, 42,
  409. 65, 66, 67, 9, 71, 72, 30, 64, 63,
  410. 73, 74, 75, 76, 77, 78, 79, 80, 81,
  411. 82
  412. ];
  413. //pdc的徽章对应数字
  414. const pdcBadgeMap = [
  415. {pdf:1,pdc:10}, //无限cost
  416. {pdf:2,pdc:12}, //小手指
  417. {pdf:3,pdc:9}, //全体攻击
  418. {pdf:4,pdc:5}, //小回复
  419. {pdf:5,pdc:1}, //小血量
  420. {pdf:6,pdc:3}, //小攻击
  421. {pdf:7,pdc:8}, //SB
  422. {pdf:8,pdc:18}, //队长防封
  423. {pdf:9,pdc:19}, //SX
  424. {pdf:11,pdc:7}, //无天降
  425. {pdf:17,pdc:6}, //大回复
  426. {pdf:18,pdc:2}, //大血量
  427. {pdf:19,pdc:4}, //大攻击
  428. {pdf:20,pdc:null}, //三维
  429. {pdf:21,pdc:13}, //大手指
  430. {pdf:10,pdc:11}, //加经验
  431. {pdf:12,pdc:15}, //墨镜
  432. {pdf:13,pdc:17}, //防废
  433. {pdf:14,pdc:16}, //防毒
  434. {pdf:50,pdc:14}, //月卡
  435. ];
  436. //pdc的潜觉对应数字
  437. const pdcLatentMap = [
  438. {pdf:1,pdc:1}, //HP
  439. {pdf:2,pdc:0}, //攻击
  440. {pdf:3,pdc:2}, //回复
  441. {pdf:4,pdc:19}, //手指
  442. {pdf:5,pdc:13}, //自回
  443. {pdf:6,pdc:14}, //火盾
  444. {pdf:7,pdc:15}, //水盾
  445. {pdf:8,pdc:16}, //木盾
  446. {pdf:9,pdc:17}, //光盾
  447. {pdf:10,pdc:18}, //暗盾
  448. {pdf:11,pdc:12}, //防坐
  449. {pdf:12,pdc:3}, //三维
  450. {pdf:13,pdc:35}, //不被换队长
  451. {pdf:13,pdc:47}, //不被换队长 ×1.5
  452. {pdf:14,pdc:37}, //不掉废
  453. {pdf:15,pdc:36}, //不掉毒
  454. {pdf:16,pdc:24}, //进化杀
  455. {pdf:17,pdc:25}, //觉醒杀
  456. {pdf:18,pdc:26}, //强化杀
  457. {pdf:19,pdc:27}, //卖钱杀
  458. {pdf:20,pdc:4}, //神杀
  459. {pdf:21,pdc:5}, //龙杀
  460. {pdf:22,pdc:6}, //恶魔杀
  461. {pdf:23,pdc:7}, //机械杀
  462. {pdf:24,pdc:8}, //平衡杀
  463. {pdf:25,pdc:9}, //攻击杀
  464. {pdf:26,pdc:10}, //体力杀
  465. {pdf:27,pdc:11}, //回复杀
  466. {pdf:28,pdc:20}, //大HP
  467. {pdf:29,pdc:21}, //大攻击
  468. {pdf:30,pdc:22}, //大回复
  469. {pdf:31,pdc:23}, //大手指
  470. {pdf:32,pdc:28}, //大火盾
  471. {pdf:33,pdc:29}, //大水盾
  472. {pdf:34,pdc:30}, //大木盾
  473. {pdf:35,pdc:31}, //大光盾
  474. {pdf:36,pdc:32}, //大暗盾
  475. {pdf:37,pdc:33}, //6色破无效
  476. {pdf:37,pdc:45}, //6色破无效 ×1.5
  477. {pdf:38,pdc:34}, //3色破属吸
  478. {pdf:38,pdc:46}, //3色破属吸 ×1.5
  479. {pdf:39,pdc:40}, //C珠破吸
  480. {pdf:39,pdc:50}, //C珠破吸 ×1.5
  481. {pdf:40,pdc:39}, //心横解转转
  482. {pdf:40,pdc:49}, //心横解转转 ×1.5
  483. {pdf:41,pdc:38}, //U解禁消
  484. {pdf:41,pdc:48}, //U解禁消 ×1.5
  485. {pdf:42,pdc:41}, //伤害上限解除
  486. {pdf:43,pdc:42}, //HP++
  487. {pdf:44,pdc:43}, //攻击++
  488. {pdf:45,pdc:44}, //回复++
  489. ];
  490. //排序程序列表
  491. const sort_function_list = [
  492. {tag:"sort_none",name:"无",function:()=>0},
  493. {tag:"sort_id",name:"怪物ID",function:(a,b)=>a.id-b.id},
  494. {tag:"sort_attrs",name:"属性",function:(a,b)=>{
  495. let num = a.attrs[0] - b.attrs[0];
  496. if (num === 0) num = a.attrs[1] - b.attrs[1];
  497. return num;
  498. }
  499. },
  500. {tag:"sort_evoRootId",name:"进化树",function:(a,b)=>a.evoRootId-b.evoRootId},
  501. {tag:"sort_evoRoot_Attrs",name:"进化根怪物的属性",function:(a,b)=>{
  502. const card_a = Cards[a.evoRootId],card_b = Cards[b.evoRootId];
  503. let num = card_a.attrs[0] - card_b.attrs[0];
  504. if (num === 0) num = card_a.attrs[1] - card_b.attrs[1];
  505. return num;
  506. }
  507. },
  508. {tag:"sort_rarity",name:"稀有度",function:(a,b)=>a.rarity-b.rarity},
  509. {tag:"sort_cost",name:"消耗",function:(a,b)=>a.cost-b.cost},
  510. {tag:"sort_mp",name:"MP",function:(a,b)=>a.sellMP-b.sellMP},
  511. {tag:"sort_skillLv1",name:"技能最大冷却时间",function:(a,b)=>Skills[a.activeSkillId].initialCooldown-Skills[b.activeSkillId].initialCooldown},
  512. {tag:"sort_skillLvMax",name:"技能最小冷却时间",function:(a,b)=>{
  513. const skill_a = Skills[a.activeSkillId],skill_b = Skills[b.activeSkillId];
  514. return (skill_a.initialCooldown - skill_a.maxLevel) - (skill_b.initialCooldown - skill_b.maxLevel);
  515. }
  516. },
  517. {tag:"sort_hpMax120",name:"Lv120最大HP",function:(a,b)=>a.hp.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.1 : 1) - b.hp.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.1 : 1)},
  518. {tag:"sort_atkMax120",name:"Lv120最大攻击",function:(a,b)=>a.atk.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.atk.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  519. {tag:"sort_rcvMax120",name:"Lv120最大回复",function:(a,b)=>a.rcv.max * (a.limitBreakIncr ? (1 + a.limitBreakIncr/100) * 1.05 : 1) - b.rcv.max * (b.limitBreakIncr ? (1 + b.limitBreakIncr/100) * 1.05 : 1)},
  520. {tag:"sort_atkMax120_awoken",name:"Lv120最大攻击(+觉醒)",function:(a,b)=>
  521. {
  522. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  523. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  524. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.atk : 0,
  525. abB = abilities_2statusB ? abilities_2statusB.withAwoken.atk : 0;
  526. return abA - abB;
  527. }
  528. },
  529. {tag:"sort_hpMax120_awoken",name:"Lv120最大HP(+觉醒)",function:(a,b)=>
  530. {
  531. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  532. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  533. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp : 0,
  534. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp : 0;
  535. return abA - abB;
  536. }
  537. },
  538. {tag:"sort_rcvMax120_awoken",name:"Lv120最大回复(+觉醒)",function:(a,b)=>
  539. {
  540. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  541. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  542. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.rcv : 0,
  543. abB = abilities_2statusB ? abilities_2statusB.withAwoken.rcv : 0;
  544. return abA - abB;
  545. }
  546. },
  547. {tag:"sort_abilityIndex_awoken",name:"Lv120最大加权能力指数(+觉醒)",function:(a,b)=>
  548. {
  549. const abilities_2statusA = calculateAbility_max(a.id, solo, teamsCount, 120),
  550. abilities_2statusB = calculateAbility_max(b.id, solo, teamsCount, 120);
  551. const abA = abilities_2statusA ? abilities_2statusA.withAwoken.hp / 10 + abilities_2statusA.withAwoken.atk / 5 + abilities_2statusA.withAwoken.rcv / 3 : 0,
  552. abB = abilities_2statusB ? abilities_2statusB.withAwoken.hp / 10 + abilities_2statusB.withAwoken.atk / 5 + abilities_2statusB.withAwoken.rcv / 3 : 0;
  553. return abA - abB;
  554. }
  555. },
  556. ];
  557. //增加特殊搜索模式
  558. const specialSearchFunctions = (function() {
  559. 'use strict';
  560. //返回卡片的队长技能
  561. function getCardLeaderSkill(card, skillTypes, searchRandom = true)
  562. {
  563. return getActuallySkill(Skills[card.leaderSkillId], skillTypes, searchRandom);
  564. }
  565. //返回卡片的技能
  566. function getCardActiveSkill(card, skillTypes, searchRandom = true)
  567. {
  568. return getActuallySkill(Skills[card.activeSkillId], skillTypes, searchRandom);
  569. }
  570. //返回卡片的技能
  571. function getCardSkill(card, skillTypes, searchRandom = true, skillGreatType = 0)
  572. {
  573. switch(skillGreatType)
  574. {
  575. case 1:
  576. case "leader":
  577. return getCardLeaderSkill(card, skillTypes, searchRandom);
  578. case 2:
  579. case "active":
  580. return getCardActiveSkill(card, skillTypes, searchRandom);
  581. default:
  582. return getCardLeaderSkill(card, skillTypes, searchRandom) || getCardActiveSkill(card, skillTypes, searchRandom);
  583. }
  584. }
  585. //查找到真正起作用的那一个技能
  586. function getActuallySkill(skill, skillTypes, searchRandom = true)
  587. {
  588. if (skillTypes.includes(skill.type))
  589. {
  590. return skill;
  591. }else if (skill.type == 116 || (searchRandom && skill.type == 118) || skill.type == 138 || skill.type == 232 || skill.type == 233)
  592. {
  593. const subSkills = skill.params.map(id=>Skills[id]);
  594. for(let i = 0;i < subSkills.length; i++)
  595. { //因为可能有多层调用,特别是随机118再调用组合116的,所以需要递归
  596. let foundSubSkill = getActuallySkill(subSkills[i], skillTypes, searchRandom);
  597. if (foundSubSkill)
  598. {
  599. return foundSubSkill;
  600. }
  601. }
  602. return null;
  603. }else
  604. {
  605. return null;
  606. }
  607. }
  608. //获取血倍率
  609. function getHPScale(ls)
  610. {
  611. const sk = ls.params;
  612. let scale = 1;
  613. switch (ls.type)
  614. {
  615. case 23: case 30: case 62: case 77: case 63: case 65:
  616. case 29: case 114: case 45: case 111: case 46: case 48: case 67:
  617. scale = sk[sk.length-1]/100;
  618. break;
  619. case 73: case 76:
  620. case 121: case 129: case 163: case 177: case 186:
  621. case 155:
  622. scale = sk[2]/100;
  623. break;
  624. case 106: case 107: case 108:
  625. scale = sk[0]/100;
  626. break;
  627. case 125:
  628. scale = sk[5]/100;
  629. break;
  630. case 136:
  631. case 137:
  632. scale = (sk[1]/100 || 1) * (sk[5]/100 || 1);
  633. break;
  634. case 158:
  635. scale = sk[4]/100;
  636. break;
  637. case 175:
  638. case 178: case 185:
  639. scale = sk[3]/100;
  640. break;
  641. case 203: case 217:
  642. scale = sk[1]/100;
  643. break;
  644. case 138: //调用其他队长技
  645. scale = sk.reduce((pmul,skid)=>pmul * getHPScale(Skills[skid]),1);
  646. break;
  647. default:
  648. }
  649. return scale || 1;
  650. }
  651. //获取盾减伤比例
  652. function getReduceScale(ls, allAttr = false, noHPneed = false)
  653. {
  654. const sk = ls.params;
  655. let scale = 0;
  656. switch (ls.type)
  657. {
  658. case 16: //无条件盾
  659. scale = sk[0]/100;
  660. break;
  661. case 17: //单属性盾
  662. scale = allAttr ? 0 : sk[1]/100;
  663. break;
  664. case 36: //2个属性盾
  665. scale = allAttr ? 0 : sk[2]/100;
  666. break;
  667. case 38: //血线下 + 几率
  668. case 43: //血线上 + 几率
  669. scale = (noHPneed || allAttr) ? 0 : sk[2]/100;
  670. break;
  671. case 129: //无条件盾,属性个数不固定
  672. case 163: //无条件盾,属性个数不固定
  673. scale = (allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  674. break;
  675. case 178: //无条件盾,属性个数不固定
  676. scale = (allAttr && (sk[6] & 31) != 31) ? 0 : sk[7]/100;
  677. break;
  678. case 130: //血线下 + 属性个数不固定
  679. case 131: //血线上 + 属性个数不固定
  680. scale = (noHPneed || allAttr && (sk[5] & 31) != 31) ? 0 : sk[6]/100;
  681. break;
  682. case 151: //十字心触发
  683. case 169: //C触发
  684. case 198: //回血触发
  685. scale = sk[2]/100;
  686. break;
  687. case 170: //多色触发
  688. case 182: //长串触发
  689. case 193: //L触发
  690. scale = sk[3]/100;
  691. break;
  692. case 171: //多串触发
  693. scale = sk[6]/100;
  694. break;
  695. case 183: //又是个有两段血线的队长技
  696. scale = noHPneed ? 0 : sk[4]/100;
  697. break;
  698. case 210: //十字触发
  699. scale = sk[1]/100;
  700. break;
  701. case 235: { //可多次触发
  702. reduce.scale = (sk[4] || 0) / 100;
  703. break;
  704. }
  705. case 138: //调用其他队长技
  706. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale(Skills[skid], allAttr, noHPneed)),0);
  707. break;
  708. default:
  709. }
  710. return scale || 0;
  711. }
  712. function getCannonAttr(skill)
  713. {
  714. const sk = skill.params;
  715. switch(skill.type)
  716. {
  717. case 0:
  718. case 1:
  719. case 37:
  720. case 58:
  721. case 59:
  722. case 84:
  723. case 85:
  724. case 86:
  725. case 87:
  726. case 115:
  727. return sk[0];
  728. case 110:
  729. case 143:
  730. return sk[1];
  731. case 42:
  732. return sk[1];
  733. case 144:
  734. return sk[3] ?? 0;
  735. default:
  736. return -1;
  737. }
  738. }
  739. function sortByParams(a,b,searchTypeArray,pidx = 0)
  740. {
  741. const a_s = getCardSkill(a, searchTypeArray), b_s = getCardSkill(b, searchTypeArray);
  742. let a_pC = a_s.params[pidx],b_pC = b_s.params[pidx];
  743. return a_pC - b_pC;
  744. }
  745. function voidsAbsorption_Addition(card)
  746. {
  747. const searchTypeArray = [173];
  748. const skill = getCardActiveSkill(card, searchTypeArray);
  749. const sk = skill.params;
  750. if (sk[1] && sk[3])
  751. {
  752. return `双吸×${sk[0]}T`;
  753. }else
  754. {
  755. return `${['属','C','伤'][sk.slice(1).findIndex(Boolean)]}吸×${sk[0]}T`;
  756. }
  757. }
  758. function unbind_Turns(card)
  759. {
  760. const outObj = {
  761. normal: 0,
  762. awoken: 0
  763. };
  764. const searchTypeArray = [117,179];
  765. const skill = getCardActiveSkill(card, searchTypeArray);
  766. if (skill)
  767. {
  768. const sk = skill.params;
  769. outObj.normal = sk[skill.type == 179 ? 3 : 0] || 0;
  770. outObj.awoken = sk[4] || 0;
  771. }
  772. return outObj;
  773. }
  774. function unbind_Addition(card)
  775. {
  776. const turns = unbind_Turns(card);
  777. let strArr = [];
  778. if (turns.normal > 0 && turns.normal == turns.awoken)
  779. {
  780. return `${turns.normal == 9999 ? "全" : turns.normal + "T"}解封+觉`;
  781. }
  782. if (turns.normal > 0)
  783. {
  784. strArr.push(`${turns.normal >= 9999 ? "全" : turns.normal + "T"}解封`);
  785. }
  786. if (turns.awoken > 0)
  787. {
  788. strArr.push(`${turns.awoken >= 9999 ? "全" : turns.awoken + "T"}解觉`);
  789. }
  790. return strArr.join(',');
  791. }
  792. function boardChange_ColorTypes(skill)
  793. {
  794. if (!skill) return [];
  795. const sk = skill.params;
  796. const colors = sk.slice(0, sk.includes(-1)?sk.indexOf(-1):undefined);
  797. return colors;
  798. }
  799. function boardChange_Addition(card)
  800. {
  801. const searchTypeArray = [71];
  802. const skill = getCardActiveSkill(card, searchTypeArray);
  803. const colors = boardChange_ColorTypes(skill);
  804. return createOrbsList(colors);
  805. }
  806. function orbsChangeParse(skill)
  807. {
  808. function changes(from, to)
  809. {
  810. return {from:from,to:to};
  811. }
  812. let outArr = [];
  813. if (!skill) return outArr;
  814. const sk = skill.params;
  815. switch (skill.type)
  816. {
  817. case 9:{
  818. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  819. break;
  820. }
  821. case 20:{
  822. if (sk.length >= 3 && sk[1] == (sk[3] || 0))
  823. {
  824. outArr.push(changes([sk[0] || 0, sk[2] || 0], [sk[1] || 0]));
  825. }
  826. else
  827. {
  828. outArr.push(changes([sk[0] || 0], [sk[1] || 0]));
  829. outArr.push(changes([sk[2] || 0], [sk[3] || 0]));
  830. }
  831. break;
  832. }
  833. case 154:{
  834. outArr.push(changes(flags(sk[0] || 1), flags(sk[1] || 1)));
  835. break;
  836. }
  837. }
  838. return outArr;
  839. }
  840. function changeOrbs_Addition(card)
  841. {
  842. const searchTypeArray = [9,20,154];
  843. const skills = getCardActiveSkills(card, searchTypeArray);
  844. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  845. const fragment = document.createDocumentFragment();
  846. parsedSkills.forEach(p=>{
  847. fragment.appendChild(createOrbsList(p.from));
  848. fragment.appendChild(document.createTextNode(`→`));
  849. fragment.appendChild(createOrbsList(p.to));
  850. });
  851. return fragment;
  852. }
  853. function generateOrbsParse(card)
  854. {
  855. let outArr = [];
  856. const searchTypeArray = [141, 208];
  857. const skills = getCardActiveSkills(card, searchTypeArray);
  858. if (!skills.length) return outArr;
  859. for (let skill of skills)
  860. {
  861. const sk = skill.params;
  862. if (skill.type == 141)
  863. {
  864. outArr.push({
  865. count: sk[0],
  866. to: flags(sk[1] || 1),
  867. exclude: flags(sk[2]),
  868. });
  869. }else
  870. {
  871. outArr.push({
  872. count: sk[0],
  873. to: flags(sk[1] || 1),
  874. exclude: flags(sk[2]),
  875. });
  876. outArr.push({
  877. count: sk[3],
  878. to: flags(sk[4] || 1),
  879. exclude: flags(sk[5]),
  880. });
  881. }
  882. }
  883. return outArr;
  884. }
  885. function generateOrbs_Addition(card)
  886. {
  887. const gens = generateOrbsParse(card);
  888. const searchTypeArray = [141, 208];
  889. const skill = getCardActiveSkill(card, searchTypeArray);
  890. const sk = skill.params;
  891. const fragment = document.createDocumentFragment();
  892. for (let gen of gens)
  893. {
  894. fragment.appendChild(createOrbsList(gen.to));
  895. fragment.appendChild(document.createTextNode(`×${gen.count}`));
  896. }
  897. return fragment;
  898. }
  899. function lock_Addition(card)
  900. {
  901. const searchTypeArray = [152];
  902. const skill = getCardActiveSkill(card, searchTypeArray);
  903. const sk = skill.params;
  904. const fragment = document.createDocumentFragment();
  905. fragment.appendChild(document.createTextNode(`锁`));
  906. fragment.appendChild(createOrbsList(flags(sk[0] || 1)));
  907. return fragment;
  908. }
  909. function dropLock_Addition(card)
  910. {
  911. const searchTypeArray = [205];
  912. const skill = getCardActiveSkill(card, searchTypeArray, 1);
  913. const sk = skill.params;
  914. const fragment = document.createDocumentFragment();
  915. fragment.appendChild(document.createTextNode(`掉锁`));
  916. fragment.appendChild(createOrbsList(flags(sk[0] != -1 ? sk[0] : 1023)));
  917. fragment.appendChild(document.createTextNode(`×${sk[1]}T`));
  918. return fragment;
  919. }
  920. function dropOrb_Addition(card)
  921. {
  922. const searchTypeArray = [126];
  923. const skill = getCardActiveSkill(card, searchTypeArray);
  924. const sk = skill.params;
  925. const colors = flags(sk[0]);
  926. const fragment = document.createDocumentFragment();
  927. fragment.appendChild(createOrbsList(colors));
  928. fragment.appendChild(document.createTextNode(`↓${sk[3]}%×${sk[1]}${sk[1] != sk[2]?`~${sk[2]}`:""}T`));
  929. return fragment;
  930. }
  931. function generateColumnOrbs_Addition(card)
  932. {
  933. const searchTypeArray = [127];
  934. const skill = getCardActiveSkill(card, searchTypeArray);
  935. const sk = skill.params;
  936. const colors = [];
  937. for (let ai=0;ai<sk.length;ai+=2)
  938. {
  939. colors.push(flags(sk[ai+1]));
  940. }
  941. const fragment = document.createDocumentFragment();
  942. fragment.appendChild(document.createTextNode(`竖`));
  943. fragment.appendChild(createOrbsList(colors.flat()));
  944. return fragment;
  945. }
  946. function generateRowOrbs_Addition(card)
  947. {
  948. const searchTypeArray = [128];
  949. const skill = getCardActiveSkill(card, searchTypeArray);
  950. const sk = skill.params;
  951. const colors = [];
  952. for (let ai=0;ai<sk.length;ai+=2)
  953. {
  954. colors.push(flags(sk[ai+1]));
  955. }
  956. const fragment = document.createDocumentFragment();
  957. fragment.appendChild(document.createTextNode(`横`));
  958. fragment.appendChild(createOrbsList(colors.flat()));
  959. return fragment;
  960. }
  961. function healImmediately_Rate(card)
  962. {
  963. const searchTypeArray = [7, //宠物回复力
  964. 8, //固定点数
  965. 35,115, //吸血
  966. 117
  967. ];
  968. const skills = getCardActiveSkills(card, searchTypeArray);
  969. const outObj = {
  970. vampire: 0,
  971. selfRcv: 0,
  972. const: 0,
  973. scale: 0,
  974. };
  975. if (!skills.length) return outObj;
  976. skills.forEach(skill=>{
  977. const sk = skill.params;
  978. if (skill.type == 7)
  979. {
  980. outObj.selfRcv += sk[0];
  981. }
  982. else if(skill.type == 8)
  983. {
  984. outObj.const += sk[0];
  985. }
  986. else if(skill.type == 35)
  987. {
  988. outObj.vampire += sk[1];
  989. }
  990. else if(skill.type == 115)
  991. {
  992. outObj.vampire += sk[2];
  993. }
  994. else if(skill.type == 117)
  995. {
  996. outObj.selfRcv += sk[1] || 0;
  997. outObj.const += sk[2] || 0;
  998. outObj.scale += sk[3] || 0;
  999. }
  1000. });
  1001. return outObj;
  1002. }
  1003. function atkBuff_Rate(card)
  1004. {
  1005. const searchTypeArray = [
  1006. 88,92, //类型的
  1007. 50,90, //属性的,要排除回复力
  1008. 156,168,231, //宝石姬
  1009. 228, //属性、类型数量
  1010. ];
  1011. const skill = getCardActiveSkill(card, searchTypeArray);
  1012. const outObj = {
  1013. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1014. types: [],
  1015. attrs: [],
  1016. awoken: [],
  1017. rate: 0,
  1018. turns: 0,
  1019. };
  1020. if (!skill) return outObj;
  1021. const sk = skill.params;
  1022. if (skill.type == 88 || skill.type == 92)
  1023. {
  1024. outObj.skilltype = 2;
  1025. outObj.types = sk.slice(1, skill.type == 88 ? 2 : 3);
  1026. outObj.turns = sk[0];
  1027. outObj.rate = sk[skill.type == 88 ? 2 : 3];
  1028. }
  1029. else if(skill.type == 50 || skill.type == 90)
  1030. {
  1031. outObj.attrs = sk.slice(1, skill.type == 50 ? 2 : 3).filter(a=>a !== 5);
  1032. if (!outObj.attrs.length) //去除回复力
  1033. return outObj;
  1034. outObj.skilltype = 2;
  1035. outObj.turns = sk[0];
  1036. outObj.rate = sk[skill.type == 50 ? 2 : 3];
  1037. }
  1038. else if(skill.type == 156 && sk[4] == 2 //必须要是加攻击力
  1039. || skill.type == 168)
  1040. {
  1041. outObj.skilltype = 1;
  1042. outObj.awoken = sk.slice(1, skill.type == 168 ? 7 : 4).filter(Boolean);
  1043. outObj.turns = sk[0];
  1044. outObj.rate = skill.type == 168 ? sk[7] : sk[5] - 100;
  1045. }
  1046. else if(skill.type == 228 && sk[3] > 0)
  1047. {
  1048. outObj.skilltype = 1;
  1049. outObj.attrs = flags(sk[1]);
  1050. outObj.types = flags(sk[2]);
  1051. outObj.turns = sk[0];
  1052. outObj.rate = sk[3];
  1053. }
  1054. else if(skill.type == 231 && sk[6] > 0)
  1055. {
  1056. outObj.skilltype = 1;
  1057. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1058. outObj.turns = sk[0];
  1059. outObj.rate = sk[6];
  1060. }
  1061. return outObj;
  1062. }
  1063. function rcvBuff_Rate(card)
  1064. {
  1065. const searchTypeArray = [
  1066. 50,90,
  1067. 228, 231, //宝石姬
  1068. ];
  1069. const skill = getCardActiveSkill(card, searchTypeArray);
  1070. const outObj = {
  1071. skilltype: 0, //0为没有,1为宝石姬类,2为指定类型、属性
  1072. types: [],
  1073. attrs: [],
  1074. awoken: [],
  1075. rate: 0,
  1076. turns: 0,
  1077. };
  1078. if (!skill) return outObj;
  1079. const sk = skill.params;
  1080. if (skill.type == 228 && sk[4] > 0) {
  1081. outObj.skilltype = 1;
  1082. outObj.attrs = flags(sk[1]);
  1083. outObj.types = flags(sk[2]);
  1084. outObj.turns = sk[0];
  1085. outObj.rate = sk[4];
  1086. } else if (skill.type == 231 && sk[7] > 0) {
  1087. outObj.skilltype = 1;
  1088. outObj.awoken = sk.slice(1, 5).filter(Boolean).filter(flags);
  1089. outObj.turns = sk[0];
  1090. outObj.rate = sk[7];
  1091. } else if (skill.type == 50 || skill.type == 90) {
  1092. outObj.skilltype = sk.slice(1,sk.length>2?-1:undefined).includes(5) ? 2 : 0;
  1093. outObj.turns = sk[0];
  1094. outObj.rate = sk.length > 2 ? sk[sk.length-1] : 0;
  1095. }
  1096. return outObj;
  1097. }
  1098. function damageSelf_Rate(card)
  1099. {
  1100. const searchTypeArray = [84,85,86,87,195];
  1101. const skill = getCardActiveSkill(card, searchTypeArray);
  1102. if (!skill) return 0;
  1103. const sk = skill.params;
  1104. return 100 - (sk[skill.type == 195 ? 0 : 3] || 0);
  1105. }
  1106. function changeEnemiesAttr_Attr(card)
  1107. {
  1108. const outObj = {
  1109. attr: null,
  1110. turns: 0
  1111. }
  1112. const searchTypeArray = [153, 224];
  1113. const skill = getCardActiveSkill(card, searchTypeArray);
  1114. if (!skill) return outObj;
  1115. const sk = skill.params;
  1116. if (skill.type == 153)
  1117. {
  1118. outObj.attr = sk[0];
  1119. }
  1120. else if (skill.type == 224)
  1121. {
  1122. outObj.attr = sk[1] || 0;
  1123. outObj.turns = sk[0];
  1124. }
  1125. return outObj;
  1126. }
  1127. //创建1个觉醒图标
  1128. function createAwokenIcon(awokenId)
  1129. {
  1130. const icon = document.createElement("icon");
  1131. icon.className ="awoken-icon";
  1132. icon.setAttribute("data-awoken-icon", awokenId);
  1133. return icon;
  1134. }
  1135. //产生一个觉醒列表
  1136. function creatAwokenList(awokens) {
  1137. const ul = document.createElement("ul");
  1138. ul.className = "awoken-ul";
  1139. awokens.forEach(ak=>{
  1140. const li = ul.appendChild(document.createElement("li"));
  1141. const icon = li.appendChild(createAwokenIcon(ak));
  1142. });
  1143. return ul;
  1144. }
  1145. //产生宝珠列表
  1146. function createOrbsList(orbs)
  1147. {
  1148. if (orbs == undefined) orbs = [0];
  1149. else if (!Array.isArray(orbs)) orbs = [orbs];
  1150. const ul = document.createElement("ul");
  1151. ul.className = "board";
  1152. orbs.forEach(orbType => {
  1153. const li = ul.appendChild(document.createElement("li"));
  1154. li.className = `orb-icon`;
  1155. li.setAttribute("data-orb-icon", orbType);
  1156. });
  1157. return ul;
  1158. }
  1159. //产生类型列表
  1160. function createTypesList(types)
  1161. {
  1162. if (types == undefined) types = [0];
  1163. else if (!Array.isArray(types)) types = [types];
  1164. const ul = document.createElement("ul");
  1165. ul.className = "types-ul";
  1166. types.forEach(type => {
  1167. const li = ul.appendChild(document.createElement("li"));
  1168. li.className = `type-icon`;
  1169. li.setAttribute("data-type-icon", type);
  1170. });
  1171. return ul;
  1172. }
  1173. const functions = [
  1174. {name:"No Filter",otLangName:{chs:"不做筛选",cht:"不做篩選"},function:cards=>cards},
  1175. {group:true,name:"======Very commonly used=====",otLangName:{chs:"======非常常用======",cht:"======非常常用======"}, functions: [
  1176. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1177. function:cards=>{
  1178. const searchTypeArray = [146];
  1179. return cards.filter(card=>{
  1180. const skill = getCardActiveSkill(card, searchTypeArray);
  1181. return skill;
  1182. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1183. },
  1184. addition:card=>{
  1185. const searchTypeArray = [146];
  1186. const skill = getCardActiveSkill(card, searchTypeArray);
  1187. const sk = skill.params;
  1188. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1189. }
  1190. },
  1191. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)",cht:"雙破吸 buff(按破吸回合排序)"},
  1192. function:cards=>{
  1193. const searchTypeArray = [173];
  1194. return cards.filter(card=>{
  1195. const skill = getCardActiveSkill(card, searchTypeArray);
  1196. return skill && skill.params[1] && skill.params[3];
  1197. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1198. },addition:voidsAbsorption_Addition},
  1199. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)",cht:"貫穿無效盾 buff(按破吸回合排序)"},
  1200. function:cards=>{
  1201. const searchTypeArray = [191];
  1202. return cards.filter(card=>{
  1203. const skill = getCardActiveSkill(card, searchTypeArray);
  1204. return skill;
  1205. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1206. },
  1207. addition:card=>{
  1208. const searchTypeArray = [191];
  1209. const skill = getCardActiveSkill(card, searchTypeArray);
  1210. const sk = skill.params;
  1211. return document.createTextNode(`破贯×${sk[0]}T`);
  1212. }
  1213. },
  1214. {
  1215. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)",cht:"解封+覺醒(按解覺醒回合排序)"},
  1216. function:cards=>{
  1217. return cards.filter(card=>{
  1218. const turns = unbind_Turns(card);
  1219. return turns.normal && turns.awoken > 0;
  1220. }).sort((a,b)=>{
  1221. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1222. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1223. return a_pC - b_pC;
  1224. });
  1225. },
  1226. addition:unbind_Addition
  1227. },
  1228. {
  1229. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)",cht:"解禁消珠(按消除回合排序)"},
  1230. function:cards=>{
  1231. const searchTypeArray = [196];
  1232. return cards.filter(card=>{
  1233. const skill = getCardActiveSkill(card, searchTypeArray);
  1234. return skill;
  1235. }).sort((a,b)=>{
  1236. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1237. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1238. return a_pC - b_pC;
  1239. })
  1240. },
  1241. addition:card=>{
  1242. const searchTypeArray = [196];
  1243. const skill = getCardActiveSkill(card, searchTypeArray);
  1244. const sk = skill.params;
  1245. const value = sk[0];
  1246. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1247. }
  1248. },
  1249. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  1250. function:cards=>{
  1251. return cards.filter(card=>{
  1252. return getSkillFixedDamage(card) > 0;
  1253. }).sort((a,b)=>{
  1254. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  1255. return a_pC - b_pC;
  1256. });
  1257. },
  1258. addition:card=>{
  1259. const value = getSkillFixedDamage(card);
  1260. let nodeArr = [`${value.bigNumberToString()}固伤`];
  1261. let skill;
  1262. if (skill = getCardLeaderSkill(card, [235])) {
  1263. nodeArr.push("/");
  1264. nodeArr.push(createOrbsList(flags(skill.params[0])));
  1265. nodeArr.push(`×${skill.params[2]}`);
  1266. }
  1267. return nodeArr.nodeJoin();
  1268. }
  1269. },
  1270. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  1271. function:cards=>{
  1272. return cards.filter(card=>{
  1273. return getSkillAddCombo(card) > 0;
  1274. }).sort((a,b)=>{
  1275. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  1276. return a_pC - b_pC;
  1277. });
  1278. },
  1279. addition:card=>{
  1280. const value = getSkillAddCombo(card);
  1281. let nodeArr = [`+${value.bigNumberToString()}C`];
  1282. let skill;
  1283. if (skill = getCardLeaderSkill(card, [210])) {
  1284. nodeArr.push("/十字");
  1285. } else if (skill = getCardLeaderSkill(card, [235])) {
  1286. nodeArr.push("/");
  1287. nodeArr.push(createOrbsList(flags(skill.params[0])));
  1288. nodeArr.push(`×${skill.params[2]}`);
  1289. }
  1290. return nodeArr.nodeJoin();
  1291. }
  1292. },
  1293. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  1294. function:cards=>cards.filter(card=>card.is8Latent)
  1295. },
  1296. ]},
  1297. {group:true,name:"======Active Skill======",otLangName:{chs:"======主动技======",cht:"======主動技======"}, functions: [
  1298. {name:"1 CD",otLangName:{chs:"1 CD",cht:"1 CD"},
  1299. function:cards=>cards.filter(card=>{
  1300. if (card.activeSkillId == 0) return false;
  1301. const skill = Skills[card.activeSkillId];
  1302. return skill.initialCooldown - (skill.maxLevel - 1) <= 1;
  1303. })
  1304. },
  1305. {name:"Less than 4 can be cycled use(Inaccurate)",otLangName:{chs:"除 1 CD 外,4 个以下能永动开(可能不精确)",cht:"除 1 CD 外,4 個以下能永動開(可能不精確)"},
  1306. function:cards=>cards.filter(card=>{
  1307. if (card.activeSkillId == 0) return false;
  1308. const skill = Skills[card.activeSkillId];
  1309. const minCD = skill.initialCooldown - (skill.maxLevel - 1); //主动技最小的CD
  1310. let realCD = minCD;
  1311. const searchTypeArray = [14];
  1312. const subSkill = getCardLeaderSkill(card, searchTypeArray);
  1313. if (subSkill)
  1314. {
  1315. realCD -= subSkill.params[0] * 3;
  1316. }
  1317. return minCD > 1 && realCD <= 4;
  1318. })
  1319. },
  1320. {name:"Time pause(sort by time)",otLangName:{chs:"时间暂停(按停止时间排序)",cht:"時間暫停(按停止時間排序)"},
  1321. function:cards=>{
  1322. const searchTypeArray = [5];
  1323. return cards.filter(card=>{
  1324. const skill = getCardActiveSkill(card, searchTypeArray);
  1325. return skill;
  1326. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1327. },
  1328. addition:card=>{
  1329. const searchTypeArray = [5];
  1330. const skill = getCardActiveSkill(card, searchTypeArray);
  1331. const value = skill.params[0];
  1332. return `时停${value}s`;
  1333. }
  1334. },
  1335. {
  1336. name:"Random effect active",otLangName:{chs:"随机效果技能",cht:"隨機效果技能"},
  1337. function:cards=>cards.filter(card=>Skills[card.activeSkillId].type == 118)
  1338. },
  1339. {
  1340. name:"Evolved active",otLangName:{chs:"进化类技能",cht:"進化類技能"},
  1341. function:cards=>cards.filter(card=>{
  1342. let skType = Skills[card.activeSkillId].type;
  1343. return skType == 232 || skType == 233;
  1344. })
  1345. },
  1346. {name:"Enable require HP range",otLangName:{chs:"技能使用血线要求",cht:"技能使用血線要求"},
  1347. function:cards=>cards.filter(card=>{
  1348. const searchTypeArray = [225];
  1349. const skill = getCardActiveSkill(card, searchTypeArray);
  1350. return skill;
  1351. }),
  1352. addition:card=>{
  1353. const searchTypeArray = [225];
  1354. const skill = getCardActiveSkill(card, searchTypeArray);
  1355. const sk = skill.params;
  1356. let strArr = [];
  1357. if (sk[0]) strArr.push(`≥${sk[0]}%`);
  1358. if (sk[1]) strArr.push(`≤${sk[1]}%`);
  1359. return `HP ${strArr.join(" ")}`;
  1360. }
  1361. },
  1362. {name:"Enable require Dungeon Stage",otLangName:{chs:"技能使用地下城层数要求",cht:"技能使用地下城層數要求"},
  1363. function:cards=>cards.filter(card=>{
  1364. const searchTypeArray = [234];
  1365. const skill = getCardActiveSkill(card, searchTypeArray);
  1366. return skill;
  1367. }),
  1368. addition:card=>{
  1369. const searchTypeArray = [234];
  1370. const skill = getCardActiveSkill(card, searchTypeArray);
  1371. const sk = skill.params;
  1372. let strArr = [];
  1373. if (sk[0]) strArr.push(`≥${sk[0]}`);
  1374. if (sk[1]) strArr.push(`≤${sk[1]}`);
  1375. return `层 ${strArr.join(" ")}`;
  1376. }
  1377. },
  1378. ]},
  1379. {group:true,name:"-----Voids Absorption-----",otLangName:{chs:"-----破吸类-----",cht:"-----破吸類-----"}, functions: [
  1380. {name:"Voids attribute absorption(sort by turns)",otLangName:{chs:"破属吸 buff(按破吸回合排序)",cht:"破屬吸 buff(按破吸回合排序)"},
  1381. function:cards=>{
  1382. const searchTypeArray = [173];
  1383. return cards.filter(card=>{
  1384. const skill = getCardActiveSkill(card, searchTypeArray);
  1385. return skill && skill.params[1];
  1386. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1387. },addition:voidsAbsorption_Addition},
  1388. /*{name:"Voids combo absorption(sort by turns)",otLangName:{chs:"破C吸 buff(按破吸回合排序)",cht:"破C吸 buff(按破吸回合排序)"},
  1389. function:cards=>{
  1390. const searchTypeArray = [173];
  1391. return cards.filter(card=>{
  1392. const skill = getCardActiveSkill(card, searchTypeArray);
  1393. return skill && skill.params[2];
  1394. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1395. },addition:voidsAbsorption_Addition},*/
  1396. {name:"Voids damage absorption(sort by turns)",otLangName:{chs:"破伤吸 buff(按破吸回合排序)",cht:"破傷吸 buff(按破吸回合排序)"},
  1397. function:cards=>{
  1398. const searchTypeArray = [173];
  1399. return cards.filter(card=>{
  1400. const skill = getCardActiveSkill(card, searchTypeArray);
  1401. return skill && skill.params[3];
  1402. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1403. },addition:voidsAbsorption_Addition},
  1404. {name:"Voids both absorption(sort by turns)",otLangName:{chs:"双破吸 buff(按破吸回合排序)",cht:"雙破吸 buff(按破吸回合排序)"},
  1405. function:cards=>{
  1406. const searchTypeArray = [173];
  1407. return cards.filter(card=>{
  1408. const skill = getCardActiveSkill(card, searchTypeArray);
  1409. return skill && skill.params[1] && skill.params[3];
  1410. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1411. },addition:voidsAbsorption_Addition},
  1412. {name:"Pierce through damage void(sort by turns)",otLangName:{chs:"贯穿无效盾 buff(按破吸回合排序)",cht:"貫穿無效盾 buff(按破吸回合排序)"},
  1413. function:cards=>{
  1414. const searchTypeArray = [191];
  1415. return cards.filter(card=>{
  1416. const skill = getCardActiveSkill(card, searchTypeArray);
  1417. return skill;
  1418. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1419. },
  1420. addition:card=>{
  1421. const searchTypeArray = [191];
  1422. const skill = getCardActiveSkill(card, searchTypeArray);
  1423. const sk = skill.params;
  1424. return document.createTextNode(`破贯×${sk[0]}T`);
  1425. }
  1426. },
  1427. ]},
  1428. {group:true,name:"-----Recovers Bind Status-----",otLangName:{chs:"-----解封类-----",cht:"-----解封類-----"}, functions: [
  1429. {
  1430. name:"Unbind normal(sort by turns)",otLangName:{chs:"解封(按解封回合排序)",cht:"解封(按解封回合排序)"},
  1431. function:cards=>{
  1432. return cards.filter(card=>{
  1433. const turns = unbind_Turns(card);
  1434. return turns.normal > 0;
  1435. }).sort((a,b)=>{
  1436. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1437. let a_pC = a_s.normal, b_pC = b_s.normal;
  1438. return a_pC - b_pC;
  1439. });
  1440. },
  1441. addition:unbind_Addition
  1442. },
  1443. {
  1444. name:"Unbind awoken(sort by turns)",otLangName:{chs:"解觉醒(按解觉回合排序)",cht:"解覺醒(按解覺回合排序)"},
  1445. function:cards=>{
  1446. return cards.filter(card=>{
  1447. const turns = unbind_Turns(card);
  1448. return turns.awoken > 0;
  1449. }).sort((a,b)=>{
  1450. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1451. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1452. return a_pC - b_pC;
  1453. });
  1454. },
  1455. addition:unbind_Addition
  1456. },
  1457. {
  1458. name:"Unbind both(sort by awoken turns)",otLangName:{chs:"解封+觉醒(按解觉醒回合排序)",cht:"解封+覺醒(按解覺醒回合排序)"},
  1459. function:cards=>{
  1460. return cards.filter(card=>{
  1461. const turns = unbind_Turns(card);
  1462. return turns.normal && turns.awoken > 0;
  1463. }).sort((a,b)=>{
  1464. const a_s = unbind_Turns(a), b_s = unbind_Turns(b);
  1465. let a_pC = a_s.awoken, b_pC = b_s.awoken;
  1466. return a_pC - b_pC;
  1467. });
  1468. },
  1469. addition:unbind_Addition
  1470. },
  1471. {
  1472. name:"Unbind unmatchable(sort by turns)",otLangName:{chs:"解禁消珠(按消除回合排序)",cht:"解禁消珠(按消除回合排序)"},
  1473. function:cards=>{
  1474. const searchTypeArray = [196];
  1475. return cards.filter(card=>{
  1476. const skill = getCardActiveSkill(card, searchTypeArray);
  1477. return skill;
  1478. }).sort((a,b)=>{
  1479. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1480. let a_pC = a_s.params[0], b_pC = b_s.params[0];
  1481. return a_pC - b_pC;
  1482. })
  1483. },
  1484. addition:card=>{
  1485. const searchTypeArray = [196];
  1486. const skill = getCardActiveSkill(card, searchTypeArray);
  1487. const sk = skill.params;
  1488. const value = sk[0];
  1489. return document.createTextNode(`${value == 9999 ? "全" : value + "T"}解禁消`);
  1490. }
  1491. },
  1492. {name:"Bind self active skill",otLangName:{chs:"自封技能",cht:"自封技能"},
  1493. function:cards=>cards.filter(card=>{
  1494. const searchTypeArray = [214];
  1495. const skill = getCardActiveSkill(card, searchTypeArray);
  1496. return skill;
  1497. }),
  1498. addition:card=>{
  1499. const searchTypeArray = [214];
  1500. const skill = getCardActiveSkill(card, searchTypeArray);
  1501. const sk = skill.params;
  1502. return document.createTextNode(`自封技${sk[0]}T`);
  1503. }
  1504. },
  1505. {name:"Bind self matchable",otLangName:{chs:"自封消珠",cht:"自封消珠"},
  1506. function:cards=>cards.filter(card=>{
  1507. const searchTypeArray = [215];
  1508. const skill = getCardActiveSkill(card, searchTypeArray);
  1509. return skill;
  1510. }),
  1511. addition:card=>{
  1512. const searchTypeArray = [215];
  1513. const skill = getCardActiveSkill(card, searchTypeArray);
  1514. const sk = skill.params;
  1515. const fragment = document.createDocumentFragment();
  1516. fragment.appendChild(document.createTextNode(`自封`));
  1517. fragment.appendChild(createOrbsList(flags(sk[1] || 1)));
  1518. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1519. return fragment;
  1520. }
  1521. },
  1522. ]},
  1523. {group:true,name:"----- Buff -----",otLangName:{chs:"----- buff 类-----",cht:"----- buff 類-----"}, functions: [
  1524. {name:"Rate by state count(Jewel Princess)",otLangName:{chs:"以状态数量为倍率类技能(宝石姬)",cht:"以狀態數量爲倍率類技能(寶石姬)"},
  1525. function:cards=>cards.filter(card=>{
  1526. const searchTypeArray = [156,168,228,231];
  1527. const skill = getCardActiveSkill(card, searchTypeArray);
  1528. return skill;
  1529. })
  1530. },
  1531. {name:"RCV rate change",otLangName:{chs:"回复力 buff(顶回复)",cht:"回覆力 buff(頂回復)"},
  1532. function:cards=>{
  1533. return cards.filter(card=>{
  1534. const atkbuff = rcvBuff_Rate(card);
  1535. return atkbuff.skilltype > 0;
  1536. }).sort((a,b)=>{
  1537. let a_pC = rcvBuff_Rate(a), b_pC = rcvBuff_Rate(b);
  1538. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1539. if (sortNum == 0)
  1540. sortNum = a_pC.rate - b_pC.rate;
  1541. if (sortNum == 0)
  1542. sortNum = a_pC.turns - b_pC.turns;
  1543. return sortNum;
  1544. });
  1545. },
  1546. addition:card=>{
  1547. const atkbuff = rcvBuff_Rate(card);
  1548. const fragment = document.createDocumentFragment();
  1549. fragment.appendChild(createOrbsList([5]));
  1550. if (atkbuff.skilltype == 0) return fragment;
  1551. if (atkbuff.skilltype == 1)
  1552. {
  1553. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1554. if (atkbuff.awoken.length)
  1555. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1556. if (atkbuff.attrs.length)
  1557. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1558. if (atkbuff.types.length)
  1559. fragment.appendChild(createTypesList(atkbuff.types));
  1560. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1561. }else if (atkbuff.skilltype == 2)
  1562. {
  1563. if (atkbuff.attrs.length)
  1564. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1565. if (atkbuff.types.length)
  1566. fragment.appendChild(createTypesList(atkbuff.types));
  1567. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1568. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1569. }
  1570. return fragment;
  1571. }
  1572. },
  1573. {name:"ATK rate change(All)",otLangName:{chs:"全队攻击力 buff(顶攻击)",cht:"全隊攻擊力 buff(頂攻擊)"},
  1574. function:cards=>{
  1575. return cards.filter(card=>{
  1576. const atkbuff = atkBuff_Rate(card);
  1577. return atkbuff.skilltype > 0;
  1578. }).sort((a,b)=>{
  1579. let a_pC = atkBuff_Rate(a), b_pC = atkBuff_Rate(b);
  1580. let sortNum = a_pC.skilltype - b_pC.skilltype;
  1581. if (sortNum == 0)
  1582. sortNum = a_pC.rate - b_pC.rate;
  1583. if (sortNum == 0)
  1584. sortNum = a_pC.turns - b_pC.turns;
  1585. return sortNum;
  1586. });
  1587. },
  1588. addition:card=>{
  1589. const atkbuff = atkBuff_Rate(card);
  1590. const fragment = document.createDocumentFragment();
  1591. if (atkbuff.skilltype == 0) return fragment;
  1592. if (atkbuff.skilltype == 1)
  1593. {
  1594. fragment.appendChild(document.createTextNode(`+${atkbuff.rate}%/`));
  1595. if (atkbuff.awoken.length)
  1596. fragment.appendChild(creatAwokenList(atkbuff.awoken));
  1597. if (atkbuff.attrs.length)
  1598. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1599. if (atkbuff.types.length)
  1600. fragment.appendChild(createTypesList(atkbuff.types));
  1601. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1602. }else if (atkbuff.skilltype == 2)
  1603. {
  1604. if (atkbuff.attrs.length)
  1605. fragment.appendChild(createOrbsList(atkbuff.attrs));
  1606. if (atkbuff.types.length)
  1607. fragment.appendChild(createTypesList(atkbuff.types));
  1608. fragment.appendChild(document.createTextNode(`×${atkbuff.rate / 100}`));
  1609. fragment.appendChild(document.createTextNode(`×${atkbuff.turns}T`));
  1610. }
  1611. return fragment;
  1612. }
  1613. },
  1614. {name:"ATK rate change(on member)",otLangName:{chs:"队员攻击力 buff",cht:"隊員攻擊力 buff"},
  1615. function:cards=>{
  1616. const searchTypeArray = [230];
  1617. return cards.filter(card=>{
  1618. const skill = getCardActiveSkill(card, searchTypeArray);
  1619. return skill && skill.params[2] !== 100;
  1620. }).sort((a,b)=>sortByParams(a, b, searchTypeArray, 2));
  1621. },
  1622. addition:card=>{
  1623. const searchTypeArray = [230];
  1624. const skill = getCardActiveSkill(card, searchTypeArray);
  1625. const sk = skill.params;
  1626. let str = '';
  1627. const typeName = ['自身','左队长','右队长','队员'];
  1628. str += flags(sk[1]).map(n=>typeName[n]).join(',');
  1629. str +=`${sk[2] / 100}倍×${sk[0]}T`;
  1630. return str;
  1631. }
  1632. },
  1633. {name:"Move time change",otLangName:{chs:"操作时间 buff(顶手指)",cht:"操作時間 buff(頂手指)"},
  1634. function:cards=>{
  1635. const searchTypeArray = [132];
  1636. return cards.filter(card=>{
  1637. const skill = getCardActiveSkill(card, searchTypeArray);
  1638. return skill;
  1639. }).sort((a,b)=>{
  1640. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1641. //将技能的手指类型转换为二进制01、10、11等形式,低位表示加固定秒,高位表示手指加倍
  1642. const a_t = Boolean(a_s.params[1]) | Boolean(a_s.params[2])<<1, b_t = Boolean(b_s.params[1]) | Boolean(b_s.params[2])<<1;
  1643. return (a_t - b_t) || ((a_t & b_t & 1) ? a_s.params[1] - b_s.params[1] : a_s.params[2] - b_s.params[2]);
  1644. });
  1645. },
  1646. addition:card=>{
  1647. const searchTypeArray = [132];
  1648. const skill = getCardActiveSkill(card, searchTypeArray);
  1649. const sk = skill.params;
  1650. let str = "👆";
  1651. if (sk[1]) str += `${sk[1]>0?`+`:``}${sk[1]/10}S`;
  1652. if (sk[2]) str += `x${sk[2]/100}`;
  1653. str += `x${sk[0]}T`;
  1654. return str;
  1655. }
  1656. },
  1657. {name:"No Skyfall(sort by turns)",otLangName:{chs:"无天降 buff(按回合排序)",cht:"無天降 buff(按回合排序)"},
  1658. function:cards=>{
  1659. const searchTypeArray = [184];
  1660. return cards.filter(card=>{
  1661. const skill = getCardActiveSkill(card, searchTypeArray);
  1662. return skill;
  1663. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1664. },
  1665. addition:card=>{
  1666. const searchTypeArray = [184];
  1667. const skill = getCardActiveSkill(card, searchTypeArray);
  1668. const sk = skill.params;
  1669. return `无↓×${sk[0]}T`;
  1670. }
  1671. },
  1672. {name:"Creates Roulette Orb",otLangName:{chs:"生成变换位(转转珠)",cht:"生成變換位(轉轉珠)"},
  1673. function:cards=>{
  1674. const searchTypeArray = [207];
  1675. return cards.filter(card=>{
  1676. const skill = getCardActiveSkill(card, searchTypeArray);
  1677. return skill;
  1678. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1679. },
  1680. addition:card=>{
  1681. const searchTypeArray = [207];
  1682. const skill = getCardActiveSkill(card, searchTypeArray);
  1683. const sk = skill.params;
  1684. if (sk[7])
  1685. return `${sk[7]}个×${sk[0]}T`;
  1686. else
  1687. return `特殊形状×${sk[0]}T`;
  1688. }
  1689. },
  1690. {name:"Adds combo(sort by combo)",otLangName:{chs:"加C buff(按C数排列)",cht:"加C buff(按C數排列)"},
  1691. function:cards=>{
  1692. const searchTypeArray = [160];
  1693. return cards.filter(card=>{
  1694. const skill = getCardActiveSkill(card, searchTypeArray);
  1695. return skill;
  1696. }).sort((a,b)=>{
  1697. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1698. return a_s.params[1] - b_s.params[1];
  1699. });
  1700. },
  1701. addition:card=>{
  1702. const searchTypeArray = [160];
  1703. const skill = getCardActiveSkill(card, searchTypeArray);
  1704. const sk = skill.params;
  1705. return `+${sk[1]}C×${sk[0]}T`;
  1706. }
  1707. },
  1708. {name:"Reduce Damage for all Attr(sort by rate)",otLangName:{chs:"全属减伤 buff(按减伤比率排序)",cht:"全屬減傷 buff(按減傷比率排序)"},
  1709. function:cards=>{
  1710. const searchTypeArray = [3,156];
  1711. return cards.filter(card=>{
  1712. const skill = getCardActiveSkill(card, searchTypeArray);
  1713. if (!skill) return false;
  1714. if (skill.type == 156)
  1715. return skill.params[4]==3;
  1716. else
  1717. return true;
  1718. }).sort((a,b)=>{
  1719. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  1720. let sortNum = b_s.type - a_s.type; //先分开宝石姬与非宝石姬
  1721. if (!sortNum)
  1722. {
  1723. let a_pC = a_s.params[a_s.type == 3 ? 1 : 5],b_pC = b_s.params[b_s.type == 3 ? 1 : 5];
  1724. sortNum = a_pC - b_pC;
  1725. }
  1726. return sortNum;
  1727. });
  1728. },
  1729. addition:card=>{
  1730. const searchTypeArray = [3,156];
  1731. const skill = getCardActiveSkill(card, searchTypeArray);
  1732. const sk = skill.params;
  1733. const fragment = document.createDocumentFragment();
  1734. if (skill.type == 156)
  1735. {
  1736. fragment.appendChild(document.createTextNode(`${sk[5]}%/`));
  1737. const awokenArr = sk.slice(1,4).filter(s=>s>0);
  1738. fragment.appendChild(creatAwokenList(awokenArr));
  1739. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1740. }else
  1741. {
  1742. fragment.appendChild(document.createTextNode(`${sk[1]}%×${sk[0]}T`));
  1743. }
  1744. return fragment;
  1745. }
  1746. },
  1747. {name:"Reduce 100% Damage(invincible, sort by turns)",otLangName:{chs:"全属减伤 100%(无敌)",cht:"全屬減傷 100%(無敵)"},
  1748. function:cards=>{
  1749. const searchTypeArray = [3];
  1750. return cards.filter(card=>{
  1751. const skill = getCardActiveSkill(card, searchTypeArray);
  1752. return skill && skill.params[1]>=100;
  1753. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1754. },
  1755. addition:card=>{
  1756. const searchTypeArray = [3];
  1757. const skill = getCardActiveSkill(card, searchTypeArray);
  1758. const sk = skill.params;
  1759. return `无敌×${sk[0]}T`;
  1760. }
  1761. },
  1762. {name:"Reduce all Damage for designated Attr(sort by turns)",otLangName:{chs:"限属减伤 buff(按回合排序排序)",cht:"限屬減傷 buff(按回合排序排序)"},
  1763. function:cards=>{
  1764. const searchTypeArray = [21];
  1765. return cards.filter(card=>{
  1766. const skill = getCardActiveSkill(card, searchTypeArray);
  1767. return skill;
  1768. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1769. },
  1770. addition:card=>{
  1771. const searchTypeArray = [21];
  1772. const skill = getCardActiveSkill(card, searchTypeArray);
  1773. const sk = skill.params;
  1774. const colors = [sk[1]];
  1775. const fragment = document.createDocumentFragment();
  1776. fragment.appendChild(document.createTextNode(`-`));
  1777. fragment.appendChild(createOrbsList(colors));
  1778. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1779. return fragment;
  1780. }
  1781. },
  1782. {name:"Mass Attacks(sort by turns)",otLangName:{chs:"变为全体攻击(按回合数排序)",cht:"變爲全體攻擊(按回合數排序)"},
  1783. function:cards=>{
  1784. const searchTypeArray = [51];
  1785. return cards.filter(card=>{
  1786. const skill = getCardActiveSkill(card, searchTypeArray);
  1787. return skill;
  1788. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1789. },
  1790. addition:card=>{
  1791. const searchTypeArray = [51];
  1792. const skill = getCardActiveSkill(card, searchTypeArray);
  1793. const sk = skill.params;
  1794. return `全体×${sk[0]}T`;
  1795. }
  1796. },
  1797. ]},
  1798. {group:true,name:"-----For Enemy-----",otLangName:{chs:"-----对敌 buff 类-----",cht:"-----對敵 buff 類-----"}, functions: [
  1799. {name:"Menace(sort by turns)",otLangName:{chs:"威吓(按推迟回合排序)",cht:"威嚇(按推遲迴合排序)"},
  1800. function:cards=>{
  1801. const searchTypeArray = [18];
  1802. return cards.filter(card=>{
  1803. const skill = getCardActiveSkill(card, searchTypeArray);
  1804. return skill;
  1805. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,0));
  1806. },
  1807. addition:card=>{
  1808. const searchTypeArray = [18];
  1809. const skill = getCardActiveSkill(card, searchTypeArray);
  1810. const sk = skill.params;
  1811. return document.createTextNode(`威吓×${sk[0]}T`);
  1812. }
  1813. },
  1814. {name:"Reduces enemies' DEF(sort by rate)",otLangName:{chs:"破防(按防御减少比例排序)",cht:"破防(按防禦減少比例排序)"},
  1815. function:cards=>{
  1816. const searchTypeArray = [19];
  1817. return cards.filter(card=>{
  1818. const skill = getCardActiveSkill(card, searchTypeArray);
  1819. return skill;
  1820. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1821. },
  1822. addition:card=>{
  1823. const searchTypeArray = [19];
  1824. const skill = getCardActiveSkill(card, searchTypeArray);
  1825. const sk = skill.params;
  1826. return `破防${sk[1]}%`;
  1827. }
  1828. },
  1829. {name:"Voids enemies' DEF(sort by turns)",otLangName:{chs:"100% 破防(按回合排序)",cht:"100% 破防(按回合排序)"},
  1830. function:cards=>{
  1831. const searchTypeArray = [19];
  1832. return cards.filter(card=>{
  1833. const skill = getCardActiveSkill(card, searchTypeArray);
  1834. return skill && skill.params[1]>=100;
  1835. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1836. },
  1837. addition:card=>{
  1838. const searchTypeArray = [19];
  1839. const skill = getCardActiveSkill(card, searchTypeArray);
  1840. const sk = skill.params;
  1841. return `全破×${sk[0]}T`;
  1842. }
  1843. },
  1844. {name:"Poisons enemies(sort by rate)",otLangName:{chs:"中毒(按毒伤比率排序)",cht:"中毒(按毒傷比率排序)"},
  1845. function:cards=>{
  1846. const searchTypeArray = [4];
  1847. return cards.filter(card=>{
  1848. const skill = getCardActiveSkill(card, searchTypeArray);
  1849. return skill;
  1850. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1851. },
  1852. addition:card=>{
  1853. const searchTypeArray = [4];
  1854. const skill = getCardActiveSkill(card, searchTypeArray);
  1855. const sk = skill.params;
  1856. return `攻击力×${sk[0]/100}倍`;
  1857. }
  1858. },
  1859. {name:"Change enemies's Attr(sort by attr)",otLangName:{chs:"改变敌人属性(按属性排序)",cht:"改變敵人屬性(按屬性排序)"},
  1860. function:cards=>{
  1861. return cards.filter(card=>{
  1862. return changeEnemiesAttr_Attr(card).attr != null;
  1863. }).sort((a,b)=>{
  1864. let a_pC = changeEnemiesAttr_Attr(a),b_pC = changeEnemiesAttr_Attr(b);
  1865. return a_pC.attr - b_pC.attr;
  1866. })
  1867. },
  1868. addition:card=>{
  1869. let change = changeEnemiesAttr_Attr(card);
  1870. const fragment = document.createDocumentFragment();
  1871. fragment.appendChild(document.createTextNode(`敌→`));
  1872. fragment.appendChild(createOrbsList(change.attr));
  1873. if (change.turns > 0)
  1874. fragment.appendChild(document.createTextNode(`×${change.turns}T`));
  1875. return fragment;
  1876. }
  1877. },
  1878. {name:"Counterattack buff(sort by rate)",otLangName:{chs:"受伤反击 buff(按倍率排序)",cht:"受傷反擊 buff(按倍率排序)"},
  1879. function:cards=>{
  1880. const searchTypeArray = [60];
  1881. return cards.filter(card=>{
  1882. const skill = getCardActiveSkill(card, searchTypeArray);
  1883. return skill;
  1884. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  1885. },
  1886. addition:card=>{
  1887. const searchTypeArray = [60];
  1888. const skill = getCardActiveSkill(card, searchTypeArray);
  1889. const sk = skill.params;
  1890. const fragment = document.createDocumentFragment();
  1891. fragment.appendChild(document.createTextNode(`${sk[1]/100}倍`));
  1892. fragment.appendChild(createOrbsList(sk[2]));
  1893. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1894. return fragment;
  1895. }
  1896. },
  1897. ]},
  1898. {group:true,name:"-----For player team-----",otLangName:{chs:"-----对自身队伍生效类-----",cht:"-----對自身隊伍生效類-----"}, functions: [
  1899. {name:"↑Increase skills charge(sort by turns)",otLangName:{chs:"【溜】减少CD(按回合排序)",cht:"【溜】減少CD(按回合排序)"},
  1900. function:cards=>{
  1901. const searchTypeArray = [146];
  1902. return cards.filter(card=>{
  1903. const skill = getCardActiveSkill(card, searchTypeArray);
  1904. return skill;
  1905. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1906. },
  1907. addition:card=>{
  1908. const searchTypeArray = [146];
  1909. const skill = getCardActiveSkill(card, searchTypeArray);
  1910. const sk = skill.params;
  1911. return document.createTextNode(`${sk[0]}${sk[0]!=sk[1]?`~${sk[1]}`:""}溜`);
  1912. }
  1913. },
  1914. {name:"↓Reduce skills charge(sort by turns)",otLangName:{chs:"【坐】增加CD(按回合排序)",cht:"【坐】增加CD(按回合排序)"},
  1915. function:cards=>{
  1916. const searchTypeArray = [218];
  1917. return cards.filter(card=>{
  1918. const skill = getCardActiveSkill(card, searchTypeArray);
  1919. return skill;
  1920. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1921. },
  1922. addition:card=>{
  1923. const searchTypeArray = [218];
  1924. const skill = getCardActiveSkill(card, searchTypeArray);
  1925. const sk = skill.params;
  1926. return document.createTextNode(`坐下${sk[0]}${sk[1] && sk[0]!=sk[1]?`~${sk[1]}`:""}`);
  1927. }
  1928. },
  1929. {name:"Change Leader",otLangName:{chs:"更换队长",cht:"更換隊長"},
  1930. function:cards=>cards.filter(card=>{
  1931. const searchTypeArray = [93, 227];
  1932. const skill = getCardActiveSkill(card, searchTypeArray);
  1933. return skill;
  1934. })
  1935. },
  1936. {name:"Change self's Attr(sort by turns)",otLangName:{chs:"转换自身属性(按回合数排序)",cht:"轉換自身屬性(按回合數排序)"},
  1937. function:cards=>{
  1938. const searchTypeArray = [142];
  1939. return cards.filter(card=>{
  1940. const skill = getCardActiveSkill(card, searchTypeArray);
  1941. return skill;
  1942. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1943. },
  1944. addition:card=>{
  1945. const searchTypeArray = [142];
  1946. const skill = getCardActiveSkill(card, searchTypeArray);
  1947. const sk = skill.params;
  1948. const fragment = document.createDocumentFragment();
  1949. fragment.appendChild(document.createTextNode(`自→`));
  1950. fragment.appendChild(createOrbsList(sk[1]));
  1951. fragment.appendChild(document.createTextNode(`×${sk[0]}T`));
  1952. return fragment;
  1953. }
  1954. },
  1955. ]},
  1956. {group:true,name:"-----Player's HP change-----",otLangName:{chs:"-----玩家HP操纵类-----",cht:"-----玩家HP操縱類-----"}, functions: [
  1957. {name:"Heal after turn",otLangName:{chs:"回合结束回血 buff",cht:"回合結束回血 buff"},
  1958. function:cards=>{
  1959. const searchTypeArray = [179];
  1960. return cards.filter(card=>{
  1961. const skill = getCardActiveSkill(card, searchTypeArray);
  1962. return skill;
  1963. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  1964. },
  1965. addition:card=>{
  1966. const searchTypeArray = [179];
  1967. const skill = getCardActiveSkill(card, searchTypeArray);
  1968. const sk = skill.params;
  1969. return `回复${sk[1]?`${sk[1].bigNumberToString()}`:`${sk[2]}%`}×${sk[0]}T`;
  1970. }
  1971. },
  1972. {name:"Heal immediately",otLangName:{chs:"玩家立刻回血",cht:"玩家立刻回血"},
  1973. function:cards=>{
  1974. return cards.filter(card=>{
  1975. const heal = healImmediately_Rate(card);
  1976. return Object.values(heal).some(v=>v);
  1977. })
  1978. .sort((a,b)=>{
  1979. const a_h = healImmediately_Rate(a), b_h = healImmediately_Rate(b);
  1980. const a_vs = Object.values(a_h), b_vs = Object.values(b_h);
  1981. const a_i = a_vs.findIndex(v=>v), b_i = b_vs.findIndex(v=>v);
  1982. let sortNum = a_i - b_i;
  1983. if (!sortNum)
  1984. {
  1985. sortNum = a_vs[a_i] - b_vs[b_i];
  1986. }
  1987. return sortNum;
  1988. });
  1989. },
  1990. addition:card=>{
  1991. const heal = healImmediately_Rate(card);
  1992. let strArr = [];
  1993. if (heal.scale)
  1994. strArr.push(`${heal.scale}%最大HP`);
  1995. if (heal.const)
  1996. strArr.push(`${heal.const.bigNumberToString()}点HP`);
  1997. if (heal.selfRcv)
  1998. strArr.push(`${heal.selfRcv/100}倍回复力`);
  1999. if (heal.vampire)
  2000. strArr.push(`${heal.vampire}%伤害`);
  2001. return strArr.join(',');
  2002. }
  2003. },
  2004. {name:"Damage self(sort by rate)",otLangName:{chs:"玩家自残(HP 减少,按减少比率排序)",cht:"玩家自殘(HP 減少,按減少比率排序)"},
  2005. function:cards=>{
  2006. return cards.filter(card=>damageSelf_Rate(card)>0)
  2007. .sort((a,b)=>damageSelf_Rate(a) - damageSelf_Rate(b));
  2008. },
  2009. addition:card=>{
  2010. let rate = damageSelf_Rate(card);
  2011. if (rate < 100)
  2012. return `减少${rate}%`;
  2013. else
  2014. return `减少到1`;
  2015. }
  2016. },
  2017. ]},
  2018. {group:true,name:"----- Orbs Lock -----",otLangName:{chs:"-----锁珠类-----",cht:"-----鎖珠類-----"}, functions: [
  2019. {name:"Unlock",otLangName:{chs:"解锁",cht:"解鎖"},
  2020. function:cards=>cards.filter(card=>{
  2021. const searchTypeArray = [172];
  2022. const skill = getCardActiveSkill(card, searchTypeArray);
  2023. return skill;
  2024. })
  2025. },
  2026. {name:"Lock(Any color)",otLangName:{chs:"上锁(不限色)",cht:"上鎖(不限色)"},
  2027. function:cards=>cards.filter(card=>{
  2028. const searchTypeArray = [152];
  2029. const skill = getCardActiveSkill(card, searchTypeArray);
  2030. return skill;
  2031. }),
  2032. addition:lock_Addition
  2033. },
  2034. {name:"Lock(≥5 color)",otLangName:{chs:"上锁5色+心或全部",cht:"上鎖5色+心或全部"},
  2035. function:cards=>cards.filter(card=>{
  2036. const searchTypeArray = [152];
  2037. const skill = getCardActiveSkill(card, searchTypeArray);
  2038. return skill && (skill.params[0] & 63) === 63;
  2039. }),
  2040. addition:lock_Addition
  2041. },
  2042. ]},
  2043. {group:true,name:"----- Orbs Drop -----",otLangName:{chs:"----- 珠子掉落 类-----",cht:"----- 珠子掉落 類-----"}, functions: [
  2044. {name:"Drop locked orbs(any color, sort by turns)",otLangName:{chs:"掉锁(不限色,按回合排序)",cht:"掉鎖(不限色,按回合排序)"},
  2045. function:cards=>{
  2046. const searchTypeArray = [205];
  2047. return cards.filter(card=>{
  2048. const skill = getCardActiveSkill(card, searchTypeArray);
  2049. return skill;
  2050. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2051. },
  2052. addition:dropLock_Addition
  2053. },
  2054. {name:"Drop locked orbs(≥5 color, sort by turns)",otLangName:{chs:"掉锁5色+心或全部(按回合排序)",cht:"掉鎖5色+心或全部(按回合排序)"},
  2055. function:cards=>{
  2056. const searchTypeArray = [205];
  2057. return cards.filter(card=>{
  2058. const skill = getCardActiveSkill(card, searchTypeArray);
  2059. return skill && (skill.params[0] & 63) === 63;
  2060. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2061. },
  2062. addition:dropLock_Addition
  2063. },
  2064. {name:"Drop Enhanced Orbs(sort by turns)",otLangName:{chs:"掉落强化宝珠(按回合排序)",cht:"掉落強化寶珠(按回合排序)"},
  2065. function:cards=>{
  2066. const searchTypeArray = [180];
  2067. return cards.filter(card=>{
  2068. const skill = getCardActiveSkill(card, searchTypeArray);
  2069. return skill;
  2070. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2071. },
  2072. addition:card=>{
  2073. const searchTypeArray = [180];
  2074. const skill = getCardActiveSkill(card, searchTypeArray);
  2075. const sk = skill.params;
  2076. return `${sk[1]}%×${sk[0]}T`;
  2077. }
  2078. },
  2079. {name:"Drop rate increases",otLangName:{chs:"掉落率提升",cht:"掉落率提升"},
  2080. function:cards=>cards.filter(card=>{
  2081. const searchTypeArray = [126];
  2082. const skill = getCardActiveSkill(card, searchTypeArray);
  2083. return skill;
  2084. }),
  2085. addition:dropOrb_Addition
  2086. },
  2087. {name:"Drop rate - Attr. - Jammers/Poison",otLangName:{chs:"掉落率提升-属性-毒、废(顶毒)",cht:"掉落率提升-屬性-毒、廢(頂毒)"},
  2088. function:cards=>cards.filter(card=>{
  2089. const searchTypeArray = [126];
  2090. const skill = getCardActiveSkill(card, searchTypeArray);
  2091. return skill && (skill.params[0] & 960); // 960 = 二进制 1111000000
  2092. }),
  2093. addition:dropOrb_Addition
  2094. },
  2095. {name:"Drop rate - 99 turns",otLangName:{chs:"掉落率提升-持续99回合",cht:"掉落率提升-持續99回合"},
  2096. function:cards=>cards.filter(card=>{
  2097. const searchTypeArray = [126];
  2098. const skill = getCardActiveSkill(card, searchTypeArray);
  2099. return skill && skill.params[1] >= 99;
  2100. }),
  2101. addition:dropOrb_Addition
  2102. },
  2103. {name:"Drop rate - 100% rate",otLangName:{chs:"掉落率提升-100%几率",cht:"掉落率提升-100%幾率"},
  2104. function:cards=>cards.filter(card=>{
  2105. const searchTypeArray = [126];
  2106. const skill = getCardActiveSkill(card, searchTypeArray);
  2107. return skill && skill.params[3] == 100;
  2108. }),
  2109. addition:dropOrb_Addition
  2110. },
  2111. {name:"Drop Nail Orbs(sort by turns)",otLangName:{chs:"掉落钉珠(按回合排序)",cht:"掉落釘珠(按回合排序)"},
  2112. function:cards=>{
  2113. const searchTypeArray = [226];
  2114. return cards.filter(card=>{
  2115. const skill = getCardActiveSkill(card, searchTypeArray);
  2116. return skill;
  2117. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2118. },
  2119. addition:card=>{
  2120. const searchTypeArray = [226];
  2121. const skill = getCardActiveSkill(card, searchTypeArray);
  2122. const sk = skill.params;
  2123. return `📌${sk[1]}%×${sk[0]}T`;
  2124. }
  2125. },
  2126. ]},
  2127. {group:true,name:"-----Damage Enemy - Gravity-----",otLangName:{chs:"-----对敌直接伤害类-重力-----",cht:"-----對敵直接傷害類-重力-----"}, functions: [
  2128. {name:"Gravity - Current HP(sort by rate)",otLangName:{chs:"重力-敌人当前血量(按比例排序)",cht:"重力-敵人當前血量(按比例排序)"},
  2129. function:cards=>{
  2130. const searchTypeArray = [6];
  2131. return cards.filter(card=>{
  2132. const skill = getCardActiveSkill(card, searchTypeArray);
  2133. return skill;
  2134. }).sort((a,b)=>{
  2135. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2136. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2137. return a_pC - b_pC;
  2138. })
  2139. },
  2140. addition:card=>{
  2141. const searchTypeArray = [6];
  2142. const skill = getCardActiveSkill(card, searchTypeArray);
  2143. const sk = skill.params;
  2144. return `当前${sk[0]}%`;
  2145. }
  2146. },
  2147. {name:"Gravity - Max HP(sort by rate)",otLangName:{chs:"重力-敌人最大血量(按比例排序)",cht:"重力-敵人最大血量(按比例排序)"},
  2148. function:cards=>{
  2149. const searchTypeArray = [161];
  2150. return cards.filter(card=>{
  2151. const skill = getCardActiveSkill(card, searchTypeArray);
  2152. return skill;
  2153. }).sort((a,b)=>{
  2154. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2155. let a_pC = a_s.params[0],b_pC = b_s.params[0];
  2156. return a_pC - b_pC;
  2157. })
  2158. },
  2159. addition:card=>{
  2160. const searchTypeArray = [161];
  2161. const skill = getCardActiveSkill(card, searchTypeArray);
  2162. const sk = skill.params;
  2163. return `最大${sk[0]}%`;
  2164. }
  2165. },
  2166. ]},
  2167. {group:true,name:"-----Damage Enemy - Fixed damage-----",otLangName:{chs:"-----对敌直接伤害类-无视防御固伤-----",cht:"-----對敵直接傷害類-無視防禦固傷-----"}, functions: [
  2168. {name:"Fixed damage - Single(sort by damage)",otLangName:{chs:"无视防御固伤-单体(按总伤害排序)",cht:"無視防禦固傷-單體(按總傷害排序)"},
  2169. function:cards=>{
  2170. const searchTypeArray = [55,188];
  2171. return cards.filter(card=>{
  2172. const skill = getCardActiveSkill(card, searchTypeArray);
  2173. return skill;
  2174. }).sort((a,b)=>{
  2175. const a_ss = getCardActiveSkills(a, searchTypeArray), b_ss = getCardActiveSkills(b, searchTypeArray);
  2176. let a_pC = a_ss.reduce((p,v)=>p+v.params[0],0), b_pC = b_ss.reduce((p,v)=>p+v.params[0],0);
  2177. return a_pC - b_pC;
  2178. });
  2179. },
  2180. addition:card=>{
  2181. const searchTypeArray = [55,188];
  2182. const skills = getCardActiveSkills(card, searchTypeArray, true);
  2183. const sk = skills[0].params;
  2184. return `${sk[0].bigNumberToString()}点` + (skills.length > 1 ? `×${skills.length}` : '');
  2185. }
  2186. },
  2187. {name:"Fixed damage - Mass(sort by damage)",otLangName:{chs:"无视防御固伤-全体(按伤害数排序)",cht:"無視防禦固傷-全體(按傷害數排序)"},
  2188. function:cards=>{
  2189. const searchTypeArray = [56];
  2190. return cards.filter(card=>{
  2191. const skill = getCardActiveSkill(card, searchTypeArray);
  2192. return skill;
  2193. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2194. },
  2195. addition:card=>{
  2196. const searchTypeArray = [56];
  2197. const skill = getCardActiveSkill(card, searchTypeArray);
  2198. const sk = skill.params;
  2199. return `固伤${sk[0].bigNumberToString()}`;
  2200. }
  2201. },
  2202. ]},
  2203. {group:true,name:"-----Damage Enemy - Numerical damage-----",otLangName:{chs:"-----对敌直接伤害类-大炮-----",cht:"-----對敵直接傷害類-大炮-----"}, functions: [
  2204. {name:"Numerical ATK - Target - Single",otLangName:{chs:"大炮-对象-敌方单体",cht:"大炮-對象-敵方單體"},
  2205. function:cards=>cards.filter(card=>{
  2206. const searchTypeArray = [2,35,37,59,84,86,110,115,144];
  2207. function isSingle(skill)
  2208. {
  2209. if (skill.type == 110)
  2210. return Boolean(skill.params[0]);
  2211. else if (skill.type == 144)
  2212. return Boolean(skill.params[2]);
  2213. else
  2214. return true;
  2215. }
  2216. const skill = getCardActiveSkill(card, searchTypeArray);
  2217. return skill && isSingle(skill);
  2218. })
  2219. },
  2220. {name:"Numerical ATK - Target - Mass",otLangName:{chs:"大炮-对象-敌方全体",cht:"大炮-對象-敵方全體"},
  2221. function:cards=>cards.filter(card=>{
  2222. const searchTypeArray = [0,1,58,85,87,110,143,144];
  2223. function isAll(skill)
  2224. {
  2225. if (skill.type == 110)
  2226. return !Boolean(skill.params[0]);
  2227. else if (skill.type == 144)
  2228. return !Boolean(skill.params[2]);
  2229. else
  2230. return true;
  2231. }
  2232. const skill = getCardActiveSkill(card, searchTypeArray);
  2233. return skill && skill.id!=0 && isAll(skill);
  2234. })
  2235. },
  2236. {name:"Numerical ATK - Target - Designate Attr",otLangName:{chs:"大炮-对象-指定属性敌人",cht:"大炮-對象-指定屬性敵人"},
  2237. function:cards=>cards.filter(card=>{
  2238. const searchTypeArray = [42];
  2239. const skill = getCardActiveSkill(card, searchTypeArray);
  2240. return skill;
  2241. })
  2242. },
  2243. {name:"Numerical ATK - Attr - Any",otLangName:{chs:"大炮-属性-不限",cht:"大炮-屬性-不限"},
  2244. function:cards=>cards.filter(card=>{
  2245. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2246. const skill = getCardActiveSkill(card, searchTypeArray);
  2247. return skill && skill.id!=0;
  2248. }),
  2249. addition:card=>{
  2250. const searchTypeArray = [0,1,2,35,37,42,58,59,84,85,86,87,110,115,143,144];
  2251. const skill = getCardActiveSkill(card, searchTypeArray);
  2252. //const sk = skill.params;
  2253. const colors = [getCannonAttr(skill)];
  2254. const fragment = document.createDocumentFragment();
  2255. fragment.appendChild(document.createTextNode(`射`));
  2256. fragment.appendChild(createOrbsList(colors));
  2257. return fragment;
  2258. }
  2259. },
  2260. {name:"Numerical ATK - Attr - Actors self",otLangName:{chs:"大炮-属性-释放者自身",cht:"大炮-屬性-釋放者自身"},
  2261. function:cards=>cards.filter(card=>{
  2262. const searchTypeArray = [2,35];
  2263. const skill = getCardActiveSkill(card, searchTypeArray);
  2264. return skill;
  2265. })
  2266. },
  2267. {name:"Numerical ATK - Damage - Rate by Actors self ATK(sort by rate)",otLangName:{chs:"大炮-伤害-自身攻击倍率(按倍率排序,范围取小)",cht:"大炮-傷害-自身攻擊倍率(按倍率排序,範圍取小)"},
  2268. function:cards=>cards.filter(card=>{
  2269. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2270. const skill = getCardActiveSkill(card, searchTypeArray);
  2271. return skill && skill.id!=0;
  2272. }).sort((a,b)=>{
  2273. const searchTypeArray = [0,2,35,37,58,59,84,85,115];
  2274. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2275. function getNumber(skill)
  2276. {
  2277. const sk = skill.params;
  2278. switch(skill.type)
  2279. {
  2280. case 0:
  2281. case 37:
  2282. case 58:
  2283. case 59:
  2284. case 84:
  2285. case 85:
  2286. case 115:
  2287. return sk[1];
  2288. case 2:
  2289. case 35:
  2290. return sk[0];
  2291. default:
  2292. return 0;
  2293. }
  2294. }
  2295. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2296. return a_pC - b_pC;
  2297. })
  2298. },
  2299. {name:"Numerical ATK - Damage - Fixed Attr Number (sort by number)",otLangName:{chs:"大炮-伤害-指定属性数值(按数值排序)",cht:"大炮-傷害-指定屬性數值(按數值排序)"},
  2300. function:cards=>cards.filter(card=>{
  2301. const searchTypeArray = [1,42,86,87];
  2302. const skill = getCardActiveSkill(card, searchTypeArray);
  2303. return skill;
  2304. }).sort((a,b)=>{
  2305. const searchTypeArray = [1,42,86,87];
  2306. const a_s = getCardActiveSkill(a, searchTypeArray), b_s = getCardActiveSkill(b, searchTypeArray);
  2307. function getNumber(skill)
  2308. {
  2309. const sk = skill.params;
  2310. switch(skill.type)
  2311. {
  2312. case 1:
  2313. case 86:
  2314. case 87:
  2315. return sk[1];
  2316. case 42:
  2317. return sk[2];
  2318. default:
  2319. return 0;
  2320. }
  2321. }
  2322. let a_pC = getNumber(a_s),b_pC = getNumber(b_s);
  2323. return a_pC - b_pC;
  2324. })
  2325. },
  2326. {name:"Numerical ATK - Damage - By remaining HP (sort by rate at HP 1)",otLangName:{chs:"大炮-伤害-根据剩余血量(按 1 HP 时倍率排序)",cht:"大炮-傷害-根據剩餘血量(按 1 HP 時倍率排序)"},
  2327. function:cards=>{
  2328. const searchTypeArray = [110];
  2329. return cards.filter(card=>{
  2330. const skill = getCardActiveSkill(card, searchTypeArray);
  2331. return skill;
  2332. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  2333. }
  2334. },
  2335. {name:"Numerical ATK - Damage - Team total HP (sort by rate)",otLangName:{chs:"大炮-伤害-队伍总 HP(按倍率排序)",cht:"大炮-傷害-隊伍總 HP(按倍率排序)"},
  2336. function:cards=>{
  2337. const searchTypeArray = [143];
  2338. return cards.filter(card=>{
  2339. const skill = getCardActiveSkill(card, searchTypeArray);
  2340. return skill;
  2341. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2342. }
  2343. },
  2344. {name:"Numerical ATK - Damage - Team attrs ATK (sort by rate)",otLangName:{chs:"大炮-伤害-队伍某属性总攻击(按倍率排序)",cht:"大炮-傷害-隊伍某屬性總攻擊(按倍率排序)"},
  2345. function:cards=>{
  2346. const searchTypeArray = [144];
  2347. return cards.filter(card=>{
  2348. const skill = getCardActiveSkill(card, searchTypeArray);
  2349. return skill;
  2350. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2351. }
  2352. },
  2353. {name:"Numerical ATK - Special - Vampire",otLangName:{chs:"大炮-特殊-吸血",cht:"大炮-特殊-吸血"},
  2354. function:cards=>cards.filter(card=>{
  2355. const searchTypeArray = [35,115];
  2356. const skill = getCardActiveSkill(card, searchTypeArray);
  2357. return skill;
  2358. })
  2359. },
  2360. ]},
  2361. {group:true,name:"-----Board Change-----",otLangName:{chs:"-----洗版类-----",cht:"-----洗版類-----"}, functions: [
  2362. {name:"Replaces all Orbs",otLangName:{chs:"刷版",cht:"刷版"},
  2363. function:cards=>cards.filter(card=>{
  2364. const searchTypeArray = [10];
  2365. const skill = getCardActiveSkill(card, searchTypeArray);
  2366. return skill;
  2367. })
  2368. },
  2369. {name:"Changes all Orbs to 1 color(Farm)",otLangName:{chs:"洗版-1色(花火)",cht:"洗版-1色(花火)"},
  2370. function:cards=>cards.filter(card=>{
  2371. const searchTypeArray = [71];
  2372. const skill = getCardActiveSkill(card, searchTypeArray);
  2373. return boardChange_ColorTypes(skill).length == 1;
  2374. }),
  2375. addition:boardChange_Addition
  2376. },
  2377. {name:"Changes all Orbs to 2 color",otLangName:{chs:"洗版-2色",cht:"洗版-2色"},
  2378. function:cards=>cards.filter(card=>{
  2379. const searchTypeArray = [71];
  2380. const skill = getCardActiveSkill(card, searchTypeArray);
  2381. return boardChange_ColorTypes(skill).length == 2;
  2382. }),
  2383. addition:boardChange_Addition
  2384. },
  2385. {name:"Changes all Orbs to 3 color",otLangName:{chs:"洗版-3色",cht:"洗版-3色"},
  2386. function:cards=>cards.filter(card=>{
  2387. const searchTypeArray = [71];
  2388. const skill = getCardActiveSkill(card, searchTypeArray);
  2389. return boardChange_ColorTypes(skill).length == 3;
  2390. }),
  2391. addition:boardChange_Addition
  2392. },
  2393. {name:"Changes all Orbs to 4 color",otLangName:{chs:"洗版-4色",cht:"洗版-4色"},
  2394. function:cards=>cards.filter(card=>{
  2395. const searchTypeArray = [71];
  2396. const skill = getCardActiveSkill(card, searchTypeArray);
  2397. return boardChange_ColorTypes(skill).length == 4;
  2398. }),
  2399. addition:boardChange_Addition
  2400. },
  2401. {name:"Changes all Orbs to 5 color",otLangName:{chs:"洗版-5色",cht:"洗版-5色"},
  2402. function:cards=>cards.filter(card=>{
  2403. const searchTypeArray = [71];
  2404. const skill = getCardActiveSkill(card, searchTypeArray);
  2405. return boardChange_ColorTypes(skill).length == 5;
  2406. }),
  2407. addition:boardChange_Addition
  2408. },
  2409. {name:"Changes all Orbs to ≥6 color",otLangName:{chs:"洗版-6色以上",cht:"洗版-6色以上"},
  2410. function:cards=>cards.filter(card=>{
  2411. const searchTypeArray = [71];
  2412. const skill = getCardActiveSkill(card, searchTypeArray);
  2413. return boardChange_ColorTypes(skill).length >= 6;
  2414. }),
  2415. addition:boardChange_Addition
  2416. },
  2417. {name:"Changes all Orbs - include Fire",otLangName:{chs:"洗版-含火",cht:"洗版-含火"},
  2418. function:cards=>cards.filter(card=>{
  2419. const searchTypeArray = [71];
  2420. const skill = getCardActiveSkill(card, searchTypeArray);
  2421. return boardChange_ColorTypes(skill).includes(0);
  2422. }),
  2423. addition:boardChange_Addition
  2424. },
  2425. {name:"Changes all Orbs - include Water",otLangName:{chs:"洗版-含水",cht:"洗版-含水"},
  2426. function:cards=>cards.filter(card=>{
  2427. const searchTypeArray = [71];
  2428. const skill = getCardActiveSkill(card, searchTypeArray);
  2429. return boardChange_ColorTypes(skill).includes(1);
  2430. }),
  2431. addition:boardChange_Addition
  2432. },
  2433. {name:"Changes all Orbs - include Wood",otLangName:{chs:"洗版-含木",cht:"洗版-含木"},
  2434. function:cards=>cards.filter(card=>{
  2435. const searchTypeArray = [71];
  2436. const skill = getCardActiveSkill(card, searchTypeArray);
  2437. return boardChange_ColorTypes(skill).includes(2);
  2438. }),
  2439. addition:boardChange_Addition
  2440. },
  2441. {name:"Changes all Orbs - include Light",otLangName:{chs:"洗版-含光",cht:"洗版-含光"},
  2442. function:cards=>cards.filter(card=>{
  2443. const searchTypeArray = [71];
  2444. const skill = getCardActiveSkill(card, searchTypeArray);
  2445. return boardChange_ColorTypes(skill).includes(3);
  2446. }),
  2447. addition:boardChange_Addition
  2448. },
  2449. {name:"Changes all Orbs - include Dark",otLangName:{chs:"洗版-含暗",cht:"洗版-含暗"},
  2450. function:cards=>cards.filter(card=>{
  2451. const searchTypeArray = [71];
  2452. const skill = getCardActiveSkill(card, searchTypeArray);
  2453. return boardChange_ColorTypes(skill).includes(4);
  2454. }),
  2455. addition:boardChange_Addition
  2456. },
  2457. {name:"Changes all Orbs - include Heart",otLangName:{chs:"洗版-含心",cht:"洗版-含心"},
  2458. function:cards=>cards.filter(card=>{
  2459. const searchTypeArray = [71];
  2460. const skill = getCardActiveSkill(card, searchTypeArray);
  2461. return boardChange_ColorTypes(skill).includes(5);
  2462. }),
  2463. addition:boardChange_Addition
  2464. },
  2465. {name:"Changes all Orbs - include Jammers/Poison",otLangName:{chs:"洗版-含毒废",cht:"洗版-含毒廢"},
  2466. function:cards=>cards.filter(card=>{
  2467. const searchTypeArray = [71];
  2468. const skill = getCardActiveSkill(card, searchTypeArray);
  2469. const colors = boardChange_ColorTypes(skill);
  2470. return colors.includes(6)
  2471. || colors.includes(7)
  2472. || colors.includes(8)
  2473. || colors.includes(9);
  2474. }),
  2475. addition:boardChange_Addition
  2476. },
  2477. ]},
  2478. {group:true,name:"-----Orbs Change-----",otLangName:{chs:"-----指定色转珠类-----",cht:"-----指定色轉珠類-----"}, functions: [
  2479. {name:"Orbs Change - to Fire",otLangName:{chs:"转珠-变为-火",cht:"轉珠-變爲-火"},
  2480. function:cards=>cards.filter(card=>{
  2481. const searchTypeArray = [9,20,154];
  2482. const skills = getCardActiveSkills(card, searchTypeArray);
  2483. if (!skills.length) return false;
  2484. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2485. return parsedSkills.some(p=>p.to.includes(0));
  2486. }),
  2487. addition:changeOrbs_Addition
  2488. },
  2489. {name:"Orbs Change - to Water",otLangName:{chs:"转珠-变为-水",cht:"轉珠-變爲-水"},
  2490. function:cards=>cards.filter(card=>{
  2491. const searchTypeArray = [9,20,154];
  2492. const skills = getCardActiveSkills(card, searchTypeArray);
  2493. if (!skills.length) return false;
  2494. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2495. return parsedSkills.some(p=>p.to.includes(1));
  2496. }),
  2497. addition:changeOrbs_Addition
  2498. },
  2499. {name:"Orbs Change - to Wood",otLangName:{chs:"转珠-变为-木",cht:"轉珠-變爲-木"},
  2500. function:cards=>cards.filter(card=>{
  2501. const searchTypeArray = [9,20,154];
  2502. const skills = getCardActiveSkills(card, searchTypeArray);
  2503. if (!skills.length) return false;
  2504. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2505. return parsedSkills.some(p=>p.to.includes(2));
  2506. }),
  2507. addition:changeOrbs_Addition
  2508. },
  2509. {name:"Orbs Change - to Light",otLangName:{chs:"转珠-变为-光",cht:"轉珠-變爲-光"},
  2510. function:cards=>cards.filter(card=>{
  2511. const searchTypeArray = [9,20,154];
  2512. const skills = getCardActiveSkills(card, searchTypeArray);
  2513. if (!skills.length) return false;
  2514. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2515. return parsedSkills.some(p=>p.to.includes(3));
  2516. }),
  2517. addition:changeOrbs_Addition
  2518. },
  2519. {name:"Orbs Change - to Dark",otLangName:{chs:"转珠-变为-暗",cht:"轉珠-變爲-暗"},
  2520. function:cards=>cards.filter(card=>{
  2521. const searchTypeArray = [9,20,154];
  2522. const skills = getCardActiveSkills(card, searchTypeArray);
  2523. if (!skills.length) return false;
  2524. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2525. return parsedSkills.some(p=>p.to.includes(4));
  2526. }),
  2527. addition:changeOrbs_Addition
  2528. },
  2529. {name:"Orbs Change - to Heal",otLangName:{chs:"转珠-变为-心",cht:"轉珠-變爲-心"},
  2530. function:cards=>cards.filter(card=>{
  2531. const searchTypeArray = [9,20,154];
  2532. const skills = getCardActiveSkills(card, searchTypeArray);
  2533. if (!skills.length) return false;
  2534. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2535. return parsedSkills.some(p=>p.to.includes(5));
  2536. }),
  2537. addition:changeOrbs_Addition
  2538. },
  2539. {name:"Orbs Change - to Jammers/Poison",otLangName:{chs:"转珠-变为-毒废",cht:"轉珠-變爲-毒廢"},
  2540. function:cards=>cards.filter(card=>{
  2541. const searchTypeArray = [9,20,154];
  2542. const skills = getCardActiveSkills(card, searchTypeArray);
  2543. if (!skills.length) return false;
  2544. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2545. return parsedSkills.some(p=>p.to.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2546. }),
  2547. addition:changeOrbs_Addition
  2548. },
  2549. {name:"Orbs Change - from Fire",otLangName:{chs:"转珠-转走-火",cht:"轉珠-轉走-火"},
  2550. function:cards=>cards.filter(card=>{
  2551. const searchTypeArray = [9,20,154];
  2552. const skills = getCardActiveSkills(card, searchTypeArray);
  2553. if (!skills.length) return false;
  2554. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2555. return parsedSkills.some(p=>p.from.includes(0));
  2556. }),
  2557. addition:changeOrbs_Addition
  2558. },
  2559. {name:"Orbs Change - from Water",otLangName:{chs:"转珠-转走-水",cht:"轉珠-轉走-水"},
  2560. function:cards=>cards.filter(card=>{
  2561. const searchTypeArray = [9,20,154];
  2562. const skills = getCardActiveSkills(card, searchTypeArray);
  2563. if (!skills.length) return false;
  2564. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2565. return parsedSkills.some(p=>p.from.includes(1));
  2566. }),
  2567. addition:changeOrbs_Addition
  2568. },
  2569. {name:"Orbs Change - from Wood",otLangName:{chs:"转珠-转走-木",cht:"轉珠-轉走-木"},
  2570. function:cards=>cards.filter(card=>{
  2571. const searchTypeArray = [9,20,154];
  2572. const skills = getCardActiveSkills(card, searchTypeArray);
  2573. if (!skills.length) return false;
  2574. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2575. return parsedSkills.some(p=>p.from.includes(2));
  2576. }),
  2577. addition:changeOrbs_Addition
  2578. },
  2579. {name:"Orbs Change - from Light",otLangName:{chs:"转珠-转走-光",cht:"轉珠-轉走-光"},
  2580. function:cards=>cards.filter(card=>{
  2581. const searchTypeArray = [9,20,154];
  2582. const skills = getCardActiveSkills(card, searchTypeArray);
  2583. if (!skills.length) return false;
  2584. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2585. return parsedSkills.some(p=>p.from.includes(3));
  2586. }),
  2587. addition:changeOrbs_Addition
  2588. },
  2589. {name:"Orbs Change - from Dark",otLangName:{chs:"转珠-转走-暗",cht:"轉珠-轉走-暗"},
  2590. function:cards=>cards.filter(card=>{
  2591. const searchTypeArray = [9,20,154];
  2592. const skills = getCardActiveSkills(card, searchTypeArray);
  2593. if (!skills.length) return false;
  2594. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2595. return parsedSkills.some(p=>p.from.includes(4));
  2596. }),
  2597. addition:changeOrbs_Addition
  2598. },
  2599. {name:"Orbs Change - from Heart",otLangName:{chs:"转珠-转走-心",cht:"轉珠-轉走-心"},
  2600. function:cards=>cards.filter(card=>{
  2601. const searchTypeArray = [9,20,154];
  2602. const skills = getCardActiveSkills(card, searchTypeArray);
  2603. if (!skills.length) return false;
  2604. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2605. return parsedSkills.some(p=>p.from.includes(5));
  2606. }),
  2607. addition:changeOrbs_Addition
  2608. },
  2609. {name:"Orbs Change - from Jammers/Poison",otLangName:{chs:"转珠-转走-毒废",cht:"轉珠-轉走-毒廢"},
  2610. function:cards=>cards.filter(card=>{
  2611. const searchTypeArray = [9,20,154];
  2612. const skills = getCardActiveSkills(card, searchTypeArray);
  2613. if (!skills.length) return false;
  2614. let parsedSkills = skills.flatMap(skill=>orbsChangeParse(skill));
  2615. return parsedSkills.some(p=>p.from.includes(6) || p.to.includes(7) || p.to.includes(8) || p.to.includes(9));
  2616. }),
  2617. addition:changeOrbs_Addition
  2618. },
  2619. {name:"Enhanced Orbs",otLangName:{chs:"强化宝珠",cht:"強化寶珠"},
  2620. function:cards=>{
  2621. const searchTypeArray = [52,91,140];
  2622. return cards.filter(card=>{
  2623. const skill = getCardActiveSkill(card, searchTypeArray);
  2624. return skill;
  2625. });
  2626. },
  2627. addition:card=>{
  2628. const searchTypeArray = [52,91,140];
  2629. const skill = getCardActiveSkill(card, searchTypeArray);
  2630. const sk = skill.params;
  2631. let attrs = [];
  2632. switch (skill.type)
  2633. {
  2634. case 52:{
  2635. attrs.push(sk[0]); break;
  2636. }
  2637. case 91:{
  2638. attrs = sk.slice(0,-1); break;
  2639. }
  2640. case 140:{
  2641. attrs = flags(sk[0]); break;
  2642. }
  2643. }
  2644. const fragment = document.createDocumentFragment();
  2645. fragment.appendChild(document.createTextNode(`强化`));
  2646. fragment.appendChild(createOrbsList(attrs));
  2647. return fragment;
  2648. }
  2649. },
  2650. ]},
  2651. {group:true,name:"-----Create Orbs-----",otLangName:{chs:"-----随机产珠类-----",cht:"-----隨機產珠類-----"}, functions: [
  2652. {name:"Create 30 Orbs",otLangName:{chs:"固定30个产珠",cht:"固定30個產珠"},
  2653. function:cards=>cards.filter(card=>{
  2654. function is30(sk)
  2655. {
  2656. return Boolean(flags(sk[1]).length * sk[0] == 30);
  2657. }
  2658. const searchTypeArray = [141];
  2659. const skill = getCardActiveSkill(card, searchTypeArray);
  2660. return skill && is30(skill.params);
  2661. }),
  2662. addition:generateOrbs_Addition
  2663. },
  2664. {name:"Create 15×2 Orbs",otLangName:{chs:"固定15×2产珠",cht:"固定15×2產珠"},
  2665. function:cards=>cards.filter(card=>{
  2666. function is1515(sk)
  2667. {
  2668. return Boolean(flags(sk[1]).length == 2 && sk[0] == 15);
  2669. }
  2670. const searchTypeArray = [141];
  2671. const skill = getCardActiveSkill(card, searchTypeArray);
  2672. return skill && is1515(skill.params);
  2673. }),
  2674. addition:generateOrbs_Addition
  2675. },
  2676. {name:"Create Fire Orbs",otLangName:{chs:"产珠-生成-火",cht:"產珠-生成-火"},
  2677. function:cards=>cards.filter(card=>{
  2678. const gens = generateOrbsParse(card);
  2679. return gens.some(gen=>gen.to.includes(0));
  2680. }),
  2681. addition:generateOrbs_Addition
  2682. },
  2683. {name:"Create Water Orbs",otLangName:{chs:"产珠-生成-水",cht:"產珠-生成-水"},
  2684. function:cards=>cards.filter(card=>{
  2685. const gens = generateOrbsParse(card);
  2686. return gens.some(gen=>gen.to.includes(1));
  2687. }),
  2688. addition:generateOrbs_Addition
  2689. },
  2690. {name:"Create Wood Orbs",otLangName:{chs:"产珠-生成-木",cht:"產珠-生成-木"},
  2691. function:cards=>cards.filter(card=>{
  2692. const gens = generateOrbsParse(card);
  2693. return gens.some(gen=>gen.to.includes(2));
  2694. }),
  2695. addition:generateOrbs_Addition
  2696. },
  2697. {name:"Create Light Orbs",otLangName:{chs:"产珠-生成-光",cht:"產珠-生成-光"},
  2698. function:cards=>cards.filter(card=>{
  2699. const gens = generateOrbsParse(card);
  2700. return gens.some(gen=>gen.to.includes(3));
  2701. }),
  2702. addition:generateOrbs_Addition
  2703. },
  2704. {name:"Create Dark Orbs",otLangName:{chs:"产珠-生成-暗",cht:"產珠-生成-暗"},
  2705. function:cards=>cards.filter(card=>{
  2706. const gens = generateOrbsParse(card);
  2707. return gens.some(gen=>gen.to.includes(4));
  2708. }),
  2709. addition:generateOrbs_Addition
  2710. },
  2711. {name:"Create Heart Orbs",otLangName:{chs:"产珠-生成-心",cht:"產珠-生成-心"},
  2712. function:cards=>cards.filter(card=>{
  2713. const gens = generateOrbsParse(card);
  2714. return gens.some(gen=>gen.to.includes(5));
  2715. }),
  2716. addition:generateOrbs_Addition
  2717. },
  2718. {name:"Create Jammers/Poison Orbs",otLangName:{chs:"产珠-生成-毒废",cht:"產珠-生成-毒廢"},
  2719. function:cards=>cards.filter(card=>{
  2720. const gens = generateOrbsParse(card);
  2721. return gens.some(gen=>gen.to.includes(6) || gen.to.includes(7) || gen.to.includes(8) || gen.to.includes(9));
  2722. }),
  2723. addition:generateOrbs_Addition
  2724. },
  2725. ]},
  2726. {group:true,name:"-----Create Fixed Position Orbs-----",otLangName:{chs:"-----固定位置产珠类-----",cht:"-----固定位置產珠類-----"}, functions: [
  2727. {name:"Create designated shape",otLangName:{chs:"生成指定形状的",cht:"生成指定形狀的"},
  2728. function:cards=>cards.filter(card=>{
  2729. const searchTypeArray = [176];
  2730. const skill = getCardActiveSkill(card, searchTypeArray);
  2731. return skill;
  2732. })
  2733. },
  2734. {name:"Create 3×3 block",otLangName:{chs:"生成3×3方块",cht:"生成3×3方塊"},
  2735. function:cards=>cards.filter(card=>{
  2736. function is3x3(sk)
  2737. {
  2738. for (let si=0;si<3;si++)
  2739. {
  2740. if (sk[si] === sk[si+1] && sk[si] === sk[si+2] && //3行连续相等
  2741. (si>0?(sk[si-1] & sk[si]) ===0:true) && //如果上一行存在,并且无交集(and为0)
  2742. (si+2<4?(sk[si+3] & sk[si]) ===0:true) && //如果下一行存在,并且无交集(and为0)
  2743. (sk[si] === 7 || sk[si] === 7<<1 || sk[si] === 7<<2 || sk[si] === 7<<3) //如果这一行满足任意2珠并联(二进制111=十进制7)
  2744. )
  2745. return true;
  2746. }
  2747. return false;
  2748. }
  2749. const searchTypeArray = [176];
  2750. const skill = getCardActiveSkill(card, searchTypeArray);
  2751. return skill && is3x3(skill.params);
  2752. }),
  2753. addition:card=>{
  2754. const searchTypeArray = [176];
  2755. const skill = getCardActiveSkill(card, searchTypeArray);
  2756. const sk = skill.params;
  2757. const fragment = document.createDocumentFragment();
  2758. fragment.appendChild(document.createTextNode(`3×3`));
  2759. fragment.appendChild(createOrbsList(sk[5]));
  2760. return fragment;
  2761. }
  2762. },
  2763. {name:"Create a vertical",otLangName:{chs:"产竖",cht:"產豎"},
  2764. function:cards=>cards.filter(card=>{
  2765. const searchTypeArray = [127];
  2766. const skill = getCardActiveSkill(card, searchTypeArray);
  2767. return skill;
  2768. }),
  2769. addition:generateColumnOrbs_Addition
  2770. },
  2771. {name:"Create a vertical include Heart",otLangName:{chs:"产竖(含心)",cht:"產豎(含心)"},
  2772. function:cards=>cards.filter(card=>{
  2773. function isHeart(sk)
  2774. {
  2775. for (let i=1;i<sk.length;i+=2)
  2776. {
  2777. if (sk[i] & 32)
  2778. {
  2779. return true;
  2780. }
  2781. }
  2782. }
  2783. const searchTypeArray = [127];
  2784. const skill = getCardActiveSkill(card, searchTypeArray);
  2785. return skill && isHeart(skill.params);
  2786. }),
  2787. addition:generateColumnOrbs_Addition
  2788. },
  2789. {name:"Create a horizontal",otLangName:{chs:"产横",cht:"產橫"},
  2790. function:cards=>cards.filter(card=>{
  2791. const searchTypeArray = [128];
  2792. const skill = getCardActiveSkill(card, searchTypeArray);
  2793. return skill;
  2794. }),
  2795. addition:generateRowOrbs_Addition
  2796. },
  2797. {name:"Create ≥2 horizontals",otLangName:{chs:"2横或以上",cht:"2橫或以上"},
  2798. function:cards=>cards.filter(card=>{
  2799. const searchTypeArray = [128];
  2800. const skill = getCardActiveSkill(card, searchTypeArray);
  2801. return skill && (skill.params.length>=3 || flags(skill.params[0]).length>=2);
  2802. }),
  2803. addition:generateRowOrbs_Addition
  2804. },
  2805. {name:"Create 2 color horizontals",otLangName:{chs:"2色横",cht:"2色橫"},
  2806. function:cards=>cards.filter(card=>{
  2807. const searchTypeArray = [128];
  2808. const skill = getCardActiveSkill(card, searchTypeArray);
  2809. return skill && skill.params[3]>=0 && (skill.params[1] & skill.params[3]) != skill.params[1];
  2810. }),
  2811. addition:generateRowOrbs_Addition
  2812. },
  2813. {name:"Create horizontal not Top or Bottom",otLangName:{chs:"非顶底横",cht:"非頂底橫"},
  2814. function:cards=>cards.filter(card=>{
  2815. const searchTypeArray = [128];
  2816. const skill = getCardActiveSkill(card, searchTypeArray);
  2817. return skill && ((skill.params[0] | skill.params[2]) & 14);
  2818. }),
  2819. addition:generateRowOrbs_Addition
  2820. },
  2821. {name:"Extensive horizontal(include Farm and outer edges)",otLangName:{chs:"泛产横(包含花火与四周一圈等)",cht:"泛產橫(包含花火與四周一圈等)"},
  2822. function:cards=>cards.filter(card=>{
  2823. const searchTypeArray = [128,71,176];
  2824. function isRow(skill)
  2825. {
  2826. const sk = skill.params;
  2827. if (skill.type === 128) //普通横
  2828. {return true;}
  2829. else if (skill.type === 71) //花火
  2830. {return sk.slice(0,sk.includes(-1)?sk.indexOf(-1):undefined).length === 1}
  2831. else if (skill.type === 176) //特殊形状
  2832. {
  2833. for (let si=0;si<5;si++)
  2834. {
  2835. if ((sk[si] & 63) === 63)
  2836. return true;
  2837. }
  2838. }
  2839. return false;
  2840. }
  2841. const skill = getCardActiveSkill(card, searchTypeArray);
  2842. return skill && isRow(skill);
  2843. })
  2844. },
  2845. ]},
  2846. {group:true,name:"======Leader Skills=====",otLangName:{chs:"======队长技======",cht:"======隊長技======"}, functions: [
  2847. {name:"Fixed damage inflicts(sort by damage)",otLangName:{chs:"队长技固伤追击(按伤害排序)",cht:"隊長技固傷追擊(按傷害排序)"},
  2848. function:cards=>{
  2849. return cards.filter(card=>{
  2850. return getSkillFixedDamage(card) > 0;
  2851. }).sort((a,b)=>{
  2852. let a_pC = getSkillFixedDamage(a),b_pC = getSkillFixedDamage(b);
  2853. return a_pC - b_pC;
  2854. });
  2855. },
  2856. addition:card=>{
  2857. const value = getSkillFixedDamage(card);
  2858. let nodeArr = [`${value.bigNumberToString()}固伤`];
  2859. let skill;
  2860. if (skill = getCardLeaderSkill(card, [235])) {
  2861. nodeArr.push("/");
  2862. nodeArr.push(createOrbsList(flags(skill.params[0])));
  2863. nodeArr.push(`×${skill.params[2]}`);
  2864. }
  2865. return nodeArr.nodeJoin();
  2866. }
  2867. },
  2868. {name:"Adds combo(sort by combo)",otLangName:{chs:"队长技+C(按+C数排序)",cht:"隊長技+C(按+C數排序)"},
  2869. function:cards=>{
  2870. return cards.filter(card=>{
  2871. return getSkillAddCombo(card) > 0;
  2872. }).sort((a,b)=>{
  2873. let a_pC = getSkillAddCombo(a),b_pC = getSkillAddCombo(b);
  2874. return a_pC - b_pC;
  2875. });
  2876. },
  2877. addition:card=>{
  2878. const value = getSkillAddCombo(card);
  2879. let nodeArr = [`+${value.bigNumberToString()}C`];
  2880. let skill;
  2881. if (skill = getCardLeaderSkill(card, [210])) {
  2882. nodeArr.push("/十字");
  2883. } else if (skill = getCardLeaderSkill(card, [235])) {
  2884. nodeArr.push("/");
  2885. nodeArr.push(createOrbsList(flags(skill.params[0])));
  2886. nodeArr.push(`×${skill.params[2]}`);
  2887. }
  2888. return nodeArr.nodeJoin();
  2889. }
  2890. },
  2891. {name:"[7×6 board]",otLangName:{chs:"【7×6 版面】",cht:"【7×6 版面】"},
  2892. function:cards=>cards.filter(card=>{
  2893. const searchTypeArray = [162,186];
  2894. const skill = getCardLeaderSkill(card, searchTypeArray);
  2895. return skill;
  2896. })
  2897. },
  2898. {name:"[No skyfall]",otLangName:{chs:"【无天降版面】",cht:"【無天降版面】"},
  2899. function:cards=>cards.filter(card=>{
  2900. const searchTypeArray = [163,177];
  2901. const skill = getCardLeaderSkill(card, searchTypeArray);
  2902. return skill;
  2903. })
  2904. },
  2905. {name:"Move time changes(sort by time)",otLangName:{chs:"队长技加/减秒(按秒数排序)",cht:"隊長技加/減秒(按秒數排序)"},
  2906. function:cards=>{
  2907. const searchTypeArray = [15,185];
  2908. return cards.filter(card=>{
  2909. const skill = getCardLeaderSkill(card, searchTypeArray);
  2910. return skill;
  2911. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2912. },
  2913. addition:card=>{
  2914. const searchTypeArray = [15,185];
  2915. const skill = getCardLeaderSkill(card, searchTypeArray);
  2916. const value = skill.params[0];
  2917. return `${value > 0 ? "+" : ""}${value/100}s`;
  2918. }
  2919. },
  2920. {name:"Fixed move time(sort by time)",otLangName:{chs:"固定操作时间(按时间排序)",cht:"固定操作時間(按時間排序)"},
  2921. function:cards=>{
  2922. const searchTypeArray = [178];
  2923. return cards.filter(card=>{
  2924. const skill = getCardLeaderSkill(card, searchTypeArray);
  2925. return skill;
  2926. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2927. },
  2928. addition:card=>{
  2929. const searchTypeArray = [178];
  2930. const skill = getCardLeaderSkill(card, searchTypeArray);
  2931. const value = skill.params[0];
  2932. return `固定${value}s`;
  2933. }
  2934. },
  2935. {name:"Bonus attack when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时计算防御的追打(按追打比率排序)",cht:"消除寶珠時計算防禦的追打(按追打比率排序)"},
  2936. function:cards=>{
  2937. const searchTypeArray = [12];
  2938. return cards.filter(card=>{
  2939. const skill = getCardLeaderSkill(card, searchTypeArray);
  2940. return skill;
  2941. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2942. },
  2943. addition:card=>{
  2944. const searchTypeArray = [12];
  2945. const skill = getCardLeaderSkill(card, searchTypeArray);
  2946. const value = skill.params[0];
  2947. return `攻击×${(value/100).bigNumberToString()}倍`;
  2948. }
  2949. },
  2950. {name:"Recovers HP when matching Orbs(sort by rate)",otLangName:{chs:"消除宝珠时回血(按回复比率排序)",cht:"消除寶珠時回血(按回複比率排序)"},
  2951. function:cards=>{
  2952. const searchTypeArray = [13];
  2953. return cards.filter(card=>{
  2954. const skill = getCardLeaderSkill(card, searchTypeArray);
  2955. return skill;
  2956. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  2957. },
  2958. addition:card=>{
  2959. const searchTypeArray = [13];
  2960. const skill = getCardLeaderSkill(card, searchTypeArray);
  2961. const value = skill.params[0];
  2962. return `回复×${(value/100).bigNumberToString()}倍`;
  2963. }
  2964. },
  2965. {name:"Counterattack(sort by rate)",otLangName:{chs:"队长技受伤反击",cht:"隊長技受傷反擊"},
  2966. function:cards=>{
  2967. const searchTypeArray = [41];
  2968. return cards.filter(card=>{
  2969. const skill = getCardLeaderSkill(card, searchTypeArray);
  2970. return skill;
  2971. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,1));
  2972. },
  2973. addition:card=>{
  2974. const searchTypeArray = [41];
  2975. const skill = getCardLeaderSkill(card, searchTypeArray);
  2976. const sk = skill.params;
  2977. const fragment = document.createDocumentFragment();
  2978. fragment.appendChild(createOrbsList(sk[2] || 0));
  2979. fragment.appendChild(document.createTextNode(`×${(sk[1]/100).bigNumberToString()}倍`));
  2980. if (sk[0] < 100) fragment.appendChild(document.createTextNode(`(${sk[0]}%)`));
  2981. return fragment;
  2982. }
  2983. },
  2984. {name:"Voids Poison dmg",otLangName:{chs:"毒无效",cht:"毒無效"},
  2985. function:cards=>cards.filter(card=>{
  2986. const searchTypeArray = [197];
  2987. const skill = getCardLeaderSkill(card, searchTypeArray);
  2988. return skill;
  2989. })
  2990. },
  2991. {name:"Reduce damage when rcv(sort by rate)",otLangName:{chs:"回血加盾(以减伤比例排序)",cht:"回血加盾(以減傷比例排序)"},
  2992. function:cards=>{
  2993. const searchTypeArray = [198];
  2994. return cards.filter(card=>{
  2995. const skill = getCardLeaderSkill(card, searchTypeArray);
  2996. return skill && skill.params[2];
  2997. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,2));
  2998. },
  2999. addition:card=>{
  3000. const searchTypeArray = [198];
  3001. const skill = getCardLeaderSkill(card, searchTypeArray);
  3002. const sk = skill.params;
  3003. return `回复${sk[0].bigNumberToString()},减伤${sk[2]}%`;
  3004. }
  3005. },
  3006. {name:"Recover Awkn Skill bind when rcv(sort by turns)",otLangName:{chs:"回血解觉(以解觉数排序)",cht:"回血解覺(以解覺數排序)"},
  3007. function:cards=>{
  3008. const searchTypeArray = [198];
  3009. return cards.filter(card=>{
  3010. const skill = getCardLeaderSkill(card, searchTypeArray);
  3011. return skill && skill.params[3];
  3012. }).sort((a,b)=>sortByParams(a,b,searchTypeArray,3));
  3013. },
  3014. addition:card=>{
  3015. const searchTypeArray = [198];
  3016. const skill = getCardLeaderSkill(card, searchTypeArray);
  3017. const sk = skill.params;
  3018. return `回复${sk[0].bigNumberToString()},解觉${sk[3]}T`;
  3019. }
  3020. },
  3021. {name:"Cross(十) of Heal Orbs",otLangName:{chs:"十字心",cht:"十字心"},
  3022. function:cards=>cards.filter(card=>{
  3023. const searchTypeArray = [151,209];
  3024. const skill = getCardLeaderSkill(card, searchTypeArray);
  3025. return skill;
  3026. })
  3027. },
  3028. {name:"Cross(十) of Color Orbs",otLangName:{chs:"N个十字",cht:"N個十字"},
  3029. function:cards=>cards.filter(card=>{
  3030. const searchTypeArray = [157];
  3031. const skill = getCardLeaderSkill(card, searchTypeArray);
  3032. return skill;
  3033. })
  3034. },
  3035. {name:"Less remain on the board",otLangName:{chs:"剩珠倍率",cht:"剩珠倍率"},
  3036. function:cards=>cards.filter(card=>{
  3037. const searchTypeArray = [177];
  3038. const skill = getCardLeaderSkill(card, searchTypeArray);
  3039. return skill;
  3040. })
  3041. },
  3042. {name:"Unable to less match(sort by orbs need)",otLangName:{chs:"要求长串消除(按珠数排序)",cht:"要求長串消除(按珠數排序)"},
  3043. function:cards=>{
  3044. const searchTypeArray = [158];
  3045. return cards.filter(card=>{
  3046. const skill = getCardLeaderSkill(card, searchTypeArray);
  3047. return skill;
  3048. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3049. },
  3050. addition:card=>{
  3051. const searchTypeArray = [158];
  3052. const skill = getCardLeaderSkill(card, searchTypeArray);
  3053. const value = skill.params[0];
  3054. return `≥${value}珠`;
  3055. }
  3056. },
  3057. {name:"Resolve",otLangName:{chs:"根性",cht:"根性"},
  3058. function:cards=>{
  3059. const searchTypeArray = [14];
  3060. return cards.filter(card=>{
  3061. const skill = getCardLeaderSkill(card, searchTypeArray);
  3062. return skill;
  3063. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3064. },
  3065. addition:card=>{
  3066. const searchTypeArray = [14];
  3067. const skill = getCardLeaderSkill(card, searchTypeArray);
  3068. const value = skill.params[0];
  3069. return `HP≥${value}%`;
  3070. }
  3071. },
  3072. {name:"Designate member ID",otLangName:{chs:"指定队伍队员编号",cht:"指定隊伍隊員編號"},
  3073. function:cards=>cards.filter(card=>{
  3074. const searchTypeArray = [125];
  3075. const skill = getCardLeaderSkill(card, searchTypeArray);
  3076. return skill;
  3077. })
  3078. },
  3079. {name:"Designate collab ID",otLangName:{chs:"指定队伍队员合作编号",cht:"指定隊伍隊員合作編號"},
  3080. function:cards=>cards.filter(card=>{
  3081. const searchTypeArray = [175];
  3082. const skill = getCardLeaderSkill(card, searchTypeArray);
  3083. return skill;
  3084. })
  3085. },
  3086. {name:"Designate Evo type",otLangName:{chs:"指定队伍队员进化类型",cht:"指定隊伍隊員進化類型"},
  3087. function:cards=>cards.filter(card=>{
  3088. const searchTypeArray = [203];
  3089. const skill = getCardLeaderSkill(card, searchTypeArray);
  3090. return skill;
  3091. })
  3092. },
  3093. {name:"Floating rate based on the number of attrs/types",otLangName:{chs:"根据属性/类型个数浮动倍率",cht:"根據屬性/類型個數浮動倍率"},
  3094. function:cards=>cards.filter(card=>{
  3095. const searchTypeArray = [229];
  3096. const skill = getCardLeaderSkill(card, searchTypeArray);
  3097. return skill;
  3098. })
  3099. },
  3100. {name:"Increase item drop rate(sort by rate)",otLangName:{chs:"增加道具掉落率(按增加倍率排序)",cht:"增加道具掉落率(按增加倍率排序)"},
  3101. function:cards=>{
  3102. const searchTypeArray = [53];
  3103. return cards.filter(card=>{
  3104. const skill = getCardLeaderSkill(card, searchTypeArray);
  3105. return skill;
  3106. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3107. },
  3108. addition:card=>{
  3109. const searchTypeArray = [53];
  3110. const skill = getCardLeaderSkill(card, searchTypeArray);
  3111. const sk = skill.params;
  3112. return `掉率x${sk[0]/100}`;
  3113. }
  3114. },
  3115. {name:"Increase coin rate(sort by rate)",otLangName:{chs:"增加金币掉落倍数(按增加倍率排序)",cht:"增加金幣掉落倍數(按增加倍率排序)"},
  3116. function:cards=>{
  3117. const searchTypeArray = [54];
  3118. return cards.filter(card=>{
  3119. const skill = getCardLeaderSkill(card, searchTypeArray);
  3120. return skill;
  3121. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3122. },
  3123. addition:card=>{
  3124. const searchTypeArray = [54];
  3125. const skill = getCardLeaderSkill(card, searchTypeArray);
  3126. const sk = skill.params;
  3127. return `金币x${sk[0]/100}`;
  3128. }
  3129. },
  3130. {name:"Increase Exp rate(sort by rate)",otLangName:{chs:"增加经验获取倍数(按增加倍率排序)",cht:"增加經驗獲取倍數(按增加倍率排序)"},
  3131. function:cards=>{
  3132. const searchTypeArray = [148];
  3133. return cards.filter(card=>{
  3134. const skill = getCardLeaderSkill(card, searchTypeArray);
  3135. return skill;
  3136. }).sort((a,b)=>sortByParams(a,b,searchTypeArray));
  3137. },
  3138. addition:card=>{
  3139. const searchTypeArray = [148];
  3140. const skill = getCardLeaderSkill(card, searchTypeArray);
  3141. const sk = skill.params;
  3142. return `经验x${sk[0]/100}`;
  3143. }
  3144. },
  3145. ]},
  3146. {group:true,name:"-----HP Scale-----",otLangName:{chs:"-----血倍率-----",cht:"-----血倍率-----"}, functions: [
  3147. {name:"HP Scale [2, ∞) (sort by rate)",otLangName:{chs:"队长血倍率[2, ∞)(按倍率排序)",cht:"隊長血倍率[2, ∞)(按倍率排序)"},
  3148. function:cards=>cards.filter(card=>{
  3149. const skill = Skills[card.leaderSkillId];
  3150. const HPscale = getHPScale(skill);
  3151. return HPscale >= 2;
  3152. }).sort((a,b)=>{
  3153. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3154. return getHPScale(a_s) - getHPScale(b_s);
  3155. })
  3156. },
  3157. {name:"HP Scale [1.5, 2) (sort by rate)",otLangName:{chs:"队长血倍率[1.5, 2)(按倍率排序)",cht:"隊長血倍率[1.5, 2)(按倍率排序)"},
  3158. function:cards=>cards.filter(card=>{
  3159. const skill = Skills[card.leaderSkillId];
  3160. const HPscale = getHPScale(skill);
  3161. return HPscale >= 1.5 && HPscale < 2;
  3162. }).sort((a,b)=>{
  3163. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3164. return getHPScale(a_s) - getHPScale(b_s);
  3165. })
  3166. },
  3167. {name:"HP Scale (1, 1.5) (sort by rate)",otLangName:{chs:"队长血倍率(1, 1.5)(按倍率排序)",cht:"隊長血倍率(1, 1.5)(按倍率排序)"},
  3168. function:cards=>cards.filter(card=>{
  3169. const skill = Skills[card.leaderSkillId];
  3170. const HPscale = getHPScale(skill);
  3171. return HPscale > 1 && HPscale < 1.5;
  3172. }).sort((a,b)=>{
  3173. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3174. return getHPScale(a_s) - getHPScale(b_s);
  3175. })
  3176. },
  3177. {name:"HP Scale == 1 (sort by rate)",otLangName:{chs:"队长血倍率 == 1",cht:"隊長血倍率 == 1"},
  3178. function:cards=>cards.filter(card=>{
  3179. const skill = Skills[card.leaderSkillId];
  3180. const HPscale = getHPScale(skill);
  3181. return HPscale === 1;
  3182. })
  3183. },
  3184. {name:"HP Scale [0, 1) (sort by rate)",otLangName:{chs:"队长血倍率[0, 1)(按倍率排序)",cht:"隊長血倍率[0, 1)(按倍率排序)"},
  3185. function:cards=>cards.filter(card=>{
  3186. const skill = Skills[card.leaderSkillId];
  3187. const HPscale = getHPScale(skill);
  3188. return HPscale < 1;
  3189. }).sort((a,b)=>{
  3190. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3191. return getHPScale(a_s) - getHPScale(b_s);
  3192. })
  3193. },
  3194. ]},
  3195. {group:true,name:"-----Reduce Shield-----",otLangName:{chs:"-----减伤盾-----",cht:"-----減傷盾-----"}, functions: [
  3196. {name:"Reduce Damage [75%, 100%] (sort by rate)",otLangName:{chs:"队长盾减伤[75%, 100%](按倍率排序)",cht:"隊長盾減傷[75%, 100%](按倍率排序)"},
  3197. function:cards=>cards.filter(card=>{
  3198. const skill = Skills[card.leaderSkillId];
  3199. const reduceScale = getReduceScale(skill);
  3200. return reduceScale >= 0.75;
  3201. }).sort((a,b)=>{
  3202. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3203. return getReduceScale(a_s) - getReduceScale(b_s);
  3204. })
  3205. },
  3206. {name:"Reduce Damage [50%, 75%) (sort by rate)",otLangName:{chs:"队长盾减伤[50%, 75%)(按倍率排序)",cht:"隊長盾減傷[50%, 75%)(按倍率排序)"},
  3207. function:cards=>cards.filter(card=>{
  3208. const skill = Skills[card.leaderSkillId];
  3209. const reduceScale = getReduceScale(skill);
  3210. return reduceScale >= 0.5 && reduceScale < 0.75;
  3211. }).sort((a,b)=>{
  3212. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3213. return getReduceScale(a_s) - getReduceScale(b_s);
  3214. })
  3215. },
  3216. {name:"Reduce Damage [25%, 50%) (sort by rate)",otLangName:{chs:"队长盾减伤[25%, 50%)(按倍率排序)",cht:"隊長盾減傷[25%, 50%)(按倍率排序)"},
  3217. function:cards=>cards.filter(card=>{
  3218. const skill = Skills[card.leaderSkillId];
  3219. const reduceScale = getReduceScale(skill);
  3220. return reduceScale >= 0.25 && reduceScale < 0.5;
  3221. }).sort((a,b)=>{
  3222. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3223. return getReduceScale(a_s) - getReduceScale(b_s);
  3224. })
  3225. },
  3226. {name:"Reduce Damage (0%, 25%) (sort by rate)",otLangName:{chs:"队长盾减伤(0%, 25%)(按倍率排序)",cht:"隊長盾減傷(0%, 25%)(按倍率排序)"},
  3227. function:cards=>cards.filter(card=>{
  3228. const skill = Skills[card.leaderSkillId];
  3229. const reduceScale = getReduceScale(skill);
  3230. return reduceScale > 0 && reduceScale < 0.25;
  3231. }).sort((a,b)=>{
  3232. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3233. return getReduceScale(a_s) - getReduceScale(b_s);
  3234. })
  3235. },
  3236. {name:"Reduce Damage == 0",otLangName:{chs:"队长盾减伤 == 0",cht:"隊長盾減傷 == 0"},
  3237. function:cards=>cards.filter(card=>{
  3238. const skill = Skills[card.leaderSkillId];
  3239. const reduceScale = getReduceScale(skill);
  3240. return reduceScale === 0;
  3241. })
  3242. },
  3243. {name:"Reduce Damage - Must all Att.",otLangName:{chs:"队长盾减伤-必须全属性减伤",cht:"隊長盾減傷-必須全屬性減傷"},
  3244. function:cards=>cards.filter(card=>{
  3245. const skill = Skills[card.leaderSkillId];
  3246. return getReduceScale(skill, true) > 0;
  3247. })
  3248. },
  3249. {name:"Reduce Damage - Exclude HP-line",otLangName:{chs:"队长盾减伤-排除血线盾",cht:"隊長盾減傷-排除血線盾"},
  3250. function:cards=>cards.filter(card=>{
  3251. const skill = Skills[card.leaderSkillId];
  3252. return getReduceScale(skill, undefined, true) > 0;
  3253. })
  3254. },
  3255. {name:"Reduce Damage - Exclude chance",otLangName:{chs:"队长盾减伤-排除几率盾",cht:"隊長盾減傷-排除幾率盾"},
  3256. function:cards=>cards.filter(card=>{
  3257. const skill = Skills[card.leaderSkillId];
  3258. return getReduceScale(skill, undefined, undefined, true) > 0;
  3259. })
  3260. },
  3261. {name:"More than half with 99% gravity[29%, 100%)",otLangName:{chs:"满血99重力不下半血-队长盾减伤[29%, 100%)",cht:"滿血99重力不下半血-隊長盾減傷[29%, 100%)"},
  3262. function:cards=>cards.filter(card=>{
  3263. const skill = Skills[card.leaderSkillId];
  3264. const reduceScale = getReduceScale(skill);
  3265. return reduceScale>=0.29;
  3266. }).sort((a,b)=>{
  3267. const a_s = Skills[a.leaderSkillId], b_s = Skills[b.leaderSkillId];
  3268. return getReduceScale(a_s) - getReduceScale(b_s);
  3269. })
  3270. },
  3271. {name:"Reduce Damage - Unconditional",otLangName:{chs:"队长盾减伤-无条件盾",cht:"隊長盾減傷-無條件盾"},
  3272. function:cards=>cards.filter(card=>{
  3273. //获取盾减伤比例
  3274. function getReduceScale_unconditional(ls)
  3275. {
  3276. const sk = ls.params;
  3277. let scale = 0;
  3278. switch (ls.type)
  3279. {
  3280. case 16: //无条件盾
  3281. scale = sk[0]/100;
  3282. break;
  3283. case 129: //无条件盾,属性个数不固定
  3284. case 163: //无条件盾,属性个数不固定
  3285. scale = (sk[5] & 31) != 31 ? 0 : sk[6]/100;
  3286. break;
  3287. case 138: //调用其他队长技
  3288. scale = sk.reduce((pmul,skid)=> 1 - (1-pmul) * (1-getReduceScale_unconditional(Skills[skid])),0);
  3289. break;
  3290. default:
  3291. }
  3292. return scale || 0;
  3293. }
  3294. const skill = Skills[card.leaderSkillId];
  3295. return getReduceScale_unconditional(skill) > 0;
  3296. })
  3297. },
  3298. ]},
  3299. {group:true,name:"======Evo type======",otLangName:{chs:"======进化类型======",cht:"======進化類型======"}, functions: [
  3300. {name:"No Henshin",otLangName:{chs:"非变身",cht:"非變身"},
  3301. function:cards=>cards.filter(card=>
  3302. !Array.isArray(card.henshinFrom) &&
  3303. !Array.isArray(card.henshinTo))
  3304. },
  3305. {name:"Before Henshin",otLangName:{chs:"变身前",cht:"變身前"},
  3306. function:cards=>cards.filter(card=>Array.isArray(card.henshinTo))
  3307. },
  3308. {name:"After Henshin",otLangName:{chs:"变身后",cht:"變身後"},
  3309. function:cards=>cards.filter(card=>Array.isArray(card.henshinFrom))
  3310. },
  3311. {name:"Pixel Evo",otLangName:{chs:"像素进化",cht:"像素進化"},
  3312. function:cards=>cards.filter(card=>card.evoMaterials.includes(3826))
  3313. },
  3314. {name:"8 latent grids",otLangName:{chs:"8格潜觉",cht:"8格潛覺"},
  3315. function:cards=>cards.filter(card=>card.is8Latent)
  3316. },
  3317. //{name:"",otLangName:{chs:"非8格潜觉",cht:"非8格潛覺"},function:cards=>cards.filter(card=>!card.is8Latent)},
  3318. {name:"Reincarnation/Super Re..",otLangName:{chs:"转生、超转生进化",cht:"轉生、超轉生進化"},
  3319. function:cards=>cards.filter(card=>isReincarnated(card))
  3320. }, //evoBaseId可能为0
  3321. //{name:"",otLangName:{chs:"仅超转生进化",cht:"僅超轉生進化"},function:cards=>cards.filter(card=>isReincarnated(card) && !Cards[card.evoBaseId].isUltEvo)},
  3322. {name:"Super Ult Evo",otLangName:{chs:"超究极进化",cht:"超究極進化"},
  3323. function:cards=>cards.filter(card=>card.is8Latent && card.isUltEvo && !card.awakenings.includes(49))
  3324. },
  3325. {name:"Evo from Weapon",otLangName:{chs:"由武器进化而来",cht:"由武器進化而來"},
  3326. function:cards=>cards.filter(card=>card.isUltEvo && Cards[card.evoBaseId].awakenings.includes(49))
  3327. },
  3328. ]},
  3329. {group:true,name:"======Others Search======",otLangName:{chs:"======其他搜索======",cht:"======其他搜索======"}, functions: [
  3330. {name:"Water Att. & Attacker Type(Tanjiro)",otLangName:{chs:"攻击型或水属性(炭治郎队员)",cht:"攻擊型或水屬性(炭治郎隊員)"},
  3331. function:cards=>cards.filter(card=>card.attrs.includes(1) || card.types.includes(6))
  3332. },
  3333. {name:"Fire & Water Att.(Seina)",otLangName:{chs:"火属性或水属性(火车队员)",cht:"火屬性或水屬性(火車隊員)"},
  3334. function:cards=>cards.filter(card=>card.attrs.includes(0) || card.attrs.includes(1))
  3335. },
  3336. {name:"Level limit unable break",otLangName:{chs:"不能突破等级限制",cht:"不能突破等級限制"},
  3337. function:cards=>cards.filter(card=>card.limitBreakIncr===0)
  3338. },
  3339. {name:"Raise ≥50% at lv110",otLangName:{chs:"110级三维成长≥50%",cht:"110級三維成長≥50%"},
  3340. function:cards=>cards.filter(card=>card.limitBreakIncr>=50).sort((a,b)=>a.limitBreakIncr - b.limitBreakIncr),
  3341. addition:card=>`成长${card.limitBreakIncr}%`
  3342. },
  3343. {name:"Max level is lv1",otLangName:{chs:"满级只有1级",cht:"滿級只有1級"},
  3344. function:cards=>cards.filter(card=>card.maxLevel==1)
  3345. },
  3346. {name:"Less than 100mp",otLangName:{chs:"低于100mp",cht:"低於100mp"},
  3347. function:cards=>cards.filter(card=>card.sellMP<100)
  3348. },
  3349. {name:"Have 3 types",otLangName:{chs:"有3个type",cht:"有3個type"},
  3350. function:cards=>cards.filter(card=>card.types.filter(t=>t>=0).length>=3)
  3351. },
  3352. {name:"Have 2 Attrs",otLangName:{chs:"有两个属性",cht:"有兩個屬性"},
  3353. function:cards=>cards.filter(card=>card.attrs.filter(a=>a>=0 && a<6))
  3354. },
  3355. {name:"2 attrs are different",otLangName:{chs:"主副属性不一致",cht:"主副屬性不一致"},
  3356. function:cards=>cards.filter(card=>card.attrs[0]<6 && card.attrs[1]>=0 && card.attrs[0] != card.attrs[1])
  3357. },
  3358. {name:"Will get Orbs skin",otLangName:{chs:"能获得宝珠皮肤",cht:"能獲得寶珠皮膚"},
  3359. function:cards=>cards.filter(card=>card.blockSkinId>0)
  3360. },
  3361. {name:"All Latent TAMADRA",otLangName:{chs:"所有潜觉蛋龙",cht:"所有潛覺蛋龍"},
  3362. function:cards=>cards.filter(card=>card.latentAwakeningId>0).sort((a,b)=>a.latentAwakeningId-b.latentAwakeningId)
  3363. },
  3364. ]},
  3365. {group:true,name:"----- Awoken -----",otLangName:{chs:"-----觉醒类-----",cht:"-----覺醒類-----"}, functions: [
  3366. {name:"Have 9 awokens",otLangName:{chs:"有9个觉醒",cht:"有9個覺醒"},
  3367. function:cards=>cards.filter(card=>card.awakenings.length>=9)
  3368. },
  3369. {name:"Not weapon",otLangName:{chs:"不是武器",cht:"不是武器"},
  3370. function:cards=>cards.filter(card=>!card.awakenings.includes(49))
  3371. },
  3372. {name:"Able to lv110, but no Super Awoken",otLangName:{chs:"能突破等级限制但没有超觉醒",cht:"能突破等級限制但沒有超覺醒"},
  3373. function:cards=>cards.filter(card=>card.limitBreakIncr > 0 && card.superAwakenings.length == 0)
  3374. },
  3375. {name:"3 same Killer Awoken, or 2 with same latent",otLangName:{chs:"3个相同杀觉醒,或2个杀觉醒并可打相同潜觉",cht:"3個相同殺覺醒,或2個殺覺醒並可打相同潛覺"},
  3376. function:cards=>cards.filter(card=>{
  3377. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length>=2);
  3378. if (hasAwokenKiller)
  3379. { //大于2个杀的进行判断
  3380. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length>=3)
  3381. { //大于3个杀的直接过
  3382. return true;
  3383. }else
  3384. { //2个杀的
  3385. const isAllowLatent = card.types.filter(i=>
  3386. i>=0 //去掉-1的type
  3387. ).map(type=>
  3388. type_allowable_latent[type] //得到允许打的潜觉杀
  3389. ).some(ls=>
  3390. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3391. );
  3392. return isAllowLatent
  3393. }
  3394. }else
  3395. {
  3396. return false;
  3397. }
  3398. })
  3399. },
  3400. {name:"3 same Killer Awoken(include super awoken), or 2 with same latent",otLangName:{chs:"3个相同杀觉醒(含超觉),或相同潜觉",cht:"3個相同殺覺醒(含超覺),或相同潛覺"},
  3401. function:cards=>cards.filter(card=>{
  3402. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=2);
  3403. if (hasAwokenKiller)
  3404. { //大于2个杀的进行判断
  3405. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=3)
  3406. { //大于3个杀的直接过
  3407. return true;
  3408. }else
  3409. { //2个杀的
  3410. const isAllowLatent = card.types.filter(i=>
  3411. i>=0 //去掉-1的type
  3412. ).map(type=>
  3413. type_allowable_latent[type] //得到允许打的潜觉杀
  3414. ).some(ls=>
  3415. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3416. );
  3417. return isAllowLatent
  3418. }
  3419. }else
  3420. {
  3421. return false;
  3422. }
  3423. })
  3424. },
  3425. {name:"4 same Killer Awoken(include super awoken), or 3 with same latent",otLangName:{chs:"4个相同杀觉醒(含超觉),或相同潜觉",cht:"4個相同殺覺醒(含超覺),或相同潛覺"},
  3426. function:cards=>cards.filter(card=>{
  3427. const hasAwokenKiller = typekiller_for_type.find(type=>card.awakenings.filter(ak=>ak===type.awoken).length+(card.superAwakenings.includes(type.awoken)?1:0)>=3);
  3428. if (hasAwokenKiller)
  3429. { //大于2个杀的进行判断
  3430. if (card.awakenings.filter(ak=>ak===hasAwokenKiller.awoken).length+(card.superAwakenings.includes(hasAwokenKiller.awoken)?1:0)>=4)
  3431. { //大于3个杀的直接过
  3432. return true;
  3433. }else
  3434. { //2个杀的
  3435. const isAllowLatent = card.types.filter(i=>
  3436. i>=0 //去掉-1的type
  3437. ).map(type=>
  3438. type_allowable_latent[type] //得到允许打的潜觉杀
  3439. ).some(ls=>
  3440. ls.includes(hasAwokenKiller.latent) //判断是否有这个潜觉杀
  3441. );
  3442. return isAllowLatent
  3443. }
  3444. }else
  3445. {
  3446. return false;
  3447. }
  3448. })
  3449. },
  3450. /*{name:"8P dedicated hostile skills",otLangName:{chs:"8P专用敌对技能",cht:"8P專用敵對技能"},
  3451. function:cards=>cards.filter(card=>{
  3452. const searchTypeArray = [1000];
  3453. const skill = getCardActiveSkill(card, searchTypeArray);
  3454. return skill;
  3455. })
  3456. },*/
  3457. ]},
  3458. ];
  3459. return functions;
  3460. })();

智龙迷城队伍图制作工具